using Godot; using System; using Movementtests.interfaces; [GlobalClass] public partial class CKnockback : Node3D, IKnockbackable { [Export] public RKnockback RKnockback { get; set;} private KnockbackRecord _knockbackRecord = null; public void RegisterKnockback(KnockbackRecord knockbackRecord) { _knockbackRecord = knockbackRecord; } public Vector3 ComputeKnockback() { if (_knockbackRecord == null) return Vector3.Zero; var knockbackDirection = GlobalPosition - _knockbackRecord.DamageRecord.SourceLocation; var finalKnockback = knockbackDirection.Normalized() * RKnockback.Modifier * _knockbackRecord.ForceMultiplier; _knockbackRecord = null; return finalKnockback; } }