Files
MovementTests/components/damage/RDamageModifier.cs
Minimata db49703326
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Create tag and build when new code gets to main / BumpTag (push) Successful in 22s
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added fixed dash targets and can dash towards enemies to hit them, get a knockback or dash through if killed
2026-01-21 16:46:20 +01:00

43 lines
1.5 KiB
C#

using Godot;
using System;
using Movementtests.interfaces;
using Movementtests.systems.damage;
[GlobalClass]
public partial class RDamageModifier : Resource, IDamageable
{
public event Action<IDamageable, DamageRecord> DamageTaken;
[Export]
public EDamageTypes DamageType { get; set;}
[Export]
public float Modifier { get; set;}
public RDamageModifier() : this(EDamageTypes.Normal, 1.0f) {}
public RDamageModifier(EDamageTypes damageType, float modifier)
{
Modifier = modifier;
DamageType = damageType;
}
public DamageRecord TakeDamage(DamageRecord damageRecord)
{
if (damageRecord.Damage.DamageType != DamageType)
return damageRecord with { Damage = new RDamage(0, damageRecord.Damage.DamageType) };
var finalDamage = damageRecord.Damage.DamageDealt * Modifier;
var finalDamageRecord = damageRecord with { Damage = new RDamage(finalDamage, damageRecord.Damage.DamageType) };
DamageTaken?.Invoke(this, finalDamageRecord);
return finalDamageRecord;
}
public DamageRecord ComputeDamage(DamageRecord damageRecord)
{
if (damageRecord.Damage.DamageType != DamageType)
return damageRecord with { Damage = new RDamage(0, damageRecord.Damage.DamageType) };
var finalDamage = damageRecord.Damage.DamageDealt * Modifier;
return damageRecord with { Damage = new RDamage(finalDamage, damageRecord.Damage.DamageType) };
}
}