complete project reorganization
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43
scenes/components/damage/RDamageModifier.cs
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43
scenes/components/damage/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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[Icon("res://assets/ui/IconGodotNode/white/icon_freeze.png")]
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[GlobalClass]
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public partial class RDamageModifier : Resource, IDamageable
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{
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public event Action<IDamageable, DamageRecord> DamageTaken;
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[Export]
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public EDamageTypes DamageType { get; set;}
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[Export]
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public float Modifier { get; set;}
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public RDamageModifier() : this(EDamageTypes.Normal, 1.0f) {}
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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 DamageRecord TakeDamage(DamageRecord damageRecord)
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{
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if (damageRecord.Damage.DamageType != DamageType)
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return damageRecord with { Damage = new RDamage(0, damageRecord.Damage.DamageType) };
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var finalDamage = damageRecord.Damage.DamageDealt * Modifier;
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var finalDamageRecord = damageRecord with { Damage = new RDamage(finalDamage, damageRecord.Damage.DamageType) };
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DamageTaken?.Invoke(this, finalDamageRecord);
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return finalDamageRecord;
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}
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public DamageRecord ComputeDamage(DamageRecord damageRecord)
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{
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if (damageRecord.Damage.DamageType != DamageType)
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return damageRecord with { Damage = new RDamage(0, damageRecord.Damage.DamageType) };
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var finalDamage = damageRecord.Damage.DamageDealt * Modifier;
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return damageRecord with { Damage = new RDamage(finalDamage, damageRecord.Damage.DamageType) };
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}
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}
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