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41 lines
1.0 KiB
C#
41 lines
1.0 KiB
C#
3 weeks ago
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using System;
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using Unity.BossRoom.Gameplay.GameplayObjects.Character;
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using Unity.Netcode;
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using UnityEngine;
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namespace Unity.BossRoom.Gameplay.GameplayObjects
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{
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public class DamageReceiver : NetworkBehaviour, IDamageable
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{
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public event Action<ServerCharacter, int> DamageReceived;
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public event Action<Collision> CollisionEntered;
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[SerializeField]
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NetworkLifeState m_NetworkLifeState;
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public void ReceiveHP(ServerCharacter inflicter, int HP)
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{
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if (IsDamageable())
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{
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DamageReceived?.Invoke(inflicter, HP);
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}
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}
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public IDamageable.SpecialDamageFlags GetSpecialDamageFlags()
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{
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return IDamageable.SpecialDamageFlags.None;
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}
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public bool IsDamageable()
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{
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return m_NetworkLifeState.LifeState.Value == LifeState.Alive;
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}
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void OnCollisionEnter(Collision other)
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{
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CollisionEntered?.Invoke(other);
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}
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}
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}
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