ld: basic greyboxing
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@ -21,6 +21,8 @@ public partial class HealthSystem : Node3D
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public float CurrentHealth { get; set; } = 100.0f;
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[Export(PropertyHint.Range, "0,100,0.1,or_greater")]
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public float MinimalDamageUnit { get; set; } = 25.0f;
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[Export(PropertyHint.Range, "-100,0,0.1,or_smaller")]
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public float ThresholdVelYForDamage { get; set; } = -15.0f;
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[ExportSubgroup("Regeneration")]
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[Export(PropertyHint.Range, "0,10,0.01,suffix:s,or_greater")]
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public float SecondsBeforeRegeneration { get; set; } = 5.5f;
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@ -104,8 +106,6 @@ public partial class HealthSystem : Node3D
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// Required to hide Vignette effect
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private float _currentHealthInPrevFrame;
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private float _thresholdVelYForDamage = -15.0f;
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private float _currentVelocityYInAir;
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private Gravity _gravity;
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@ -441,10 +441,10 @@ public partial class HealthSystem : Node3D
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}
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else
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{
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if (_currentVelocityYInAir < _thresholdVelYForDamage)
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if (_currentVelocityYInAir < ThresholdVelYForDamage && ThresholdVelYForDamage > 0)
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{
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float hit = Mathf.Remap(_currentVelocityYInAir,
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_thresholdVelYForDamage, _thresholdVelYForDamage - 9.0f,
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ThresholdVelYForDamage, ThresholdVelYForDamage - 9.0f,
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MinimalDamageUnit, MaxHealth);
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GD.Print("Hit damage: ", hit);
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