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54 lines
2.1 KiB
C#
54 lines
2.1 KiB
C#
1 week ago
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using System;
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using Unity.BossRoom.Gameplay.GameplayObjects.Character;
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using UnityEngine;
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namespace Unity.BossRoom.Gameplay.GameplayObjects
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{
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/// <summary>
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/// Generic interface for damageable objects in the game. This includes ServerCharacter, as well as other things like
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/// ServerBreakableLogic.
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/// </summary>
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public interface IDamageable
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{
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/// <summary>
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/// Receives HP damage or healing.
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/// </summary>
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/// <param name="inflicter">The Character responsible for the damage. May be null.</param>
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/// <param name="HP">The damage done. Negative value is damage, positive is healing.</param>
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void ReceiveHP(ServerCharacter inflicter, int HP);
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/// <summary>
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/// The NetworkId of this object.
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/// </summary>
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ulong NetworkObjectId { get; }
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/// <summary>
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/// The transform of this object.
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/// </summary>
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Transform transform { get; }
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[Flags]
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public enum SpecialDamageFlags
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{
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None = 0,
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UnusedFlag = 1 << 0, // does nothing; see comments below
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StunOnTrample = 1 << 1,
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NotDamagedByPlayers = 1 << 2,
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// The "UnusedFlag" flag does nothing. It exists to work around a Unity editor quirk involving [Flags] enums:
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// if you enable all the flags, Unity stores the value as 0xffffffff (labeled "Everything"), meaning that not
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// only are all the currently-existing flags enabled, but any future flags you added later would also be enabled!
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// This is not future-proof and can cause hard-to-track-down problems, when prefabs magically inherit a new flag
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// you just added. So we have the Unused flag, which should NOT do anything, and shouldn't be selected on prefabs.
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// It's just there so that we can select all the "real" flags and not get it turned into "Everything" in the editor.
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}
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SpecialDamageFlags GetSpecialDamageFlags();
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/// <summary>
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/// Are we still able to take damage? If we're broken or dead, should return false!
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/// </summary>
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bool IsDamageable();
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}
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}
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