setup damage types and modifiers as resources
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37
resource_definitions/RDamageModifier.cs
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37
resource_definitions/RDamageModifier.cs
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using Godot;
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using System;
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using Movementtests.interfaces;
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using Movementtests.systems.damage;
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[GlobalClass]
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public partial class RDamageModifier : Resource, IDamageable
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{
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[Signal]
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delegate void DamageTakenEventHandler(float damage);
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[Export]
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public EDamageTypes DamageType = EDamageTypes.Normal;
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[Export]
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public float Modifier = 1.0f;
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public RDamageModifier()
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{
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Modifier = 1.0f;
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DamageType = EDamageTypes.Normal;
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}
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public RDamageModifier(EDamageTypes damageType, float modifier)
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{
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Modifier = modifier;
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DamageType = damageType;
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}
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public void TakeDamage(RDamage damage)
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{
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if (damage.DamageType != DamageType) return;
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var finalDamage = damage.DamageDealt * Modifier;
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var message = $"Damage of type {DamageType} taken: {finalDamage}";
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GD.Print(message);
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EmitSignalDamageTaken(finalDamage);
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}
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}
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