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46 lines
1.3 KiB
C#
46 lines
1.3 KiB
C#
3 weeks ago
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using System;
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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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/// <summary>
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/// MonoBehaviour containing only one NetworkVariableInt which represents this object's health.
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/// </summary>
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public class NetworkHealthState : NetworkBehaviour
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{
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[HideInInspector]
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public NetworkVariable<int> HitPoints = new NetworkVariable<int>();
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// public subscribable event to be invoked when HP has been fully depleted
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public event Action HitPointsDepleted;
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// public subscribable event to be invoked when HP has been replenished
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public event Action HitPointsReplenished;
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void OnEnable()
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{
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HitPoints.OnValueChanged += HitPointsChanged;
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}
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void OnDisable()
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{
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HitPoints.OnValueChanged -= HitPointsChanged;
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}
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void HitPointsChanged(int previousValue, int newValue)
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{
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if (previousValue > 0 && newValue <= 0)
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{
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// newly reached 0 HP
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HitPointsDepleted?.Invoke();
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}
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else if (previousValue <= 0 && newValue > 0)
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{
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// newly revived
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HitPointsReplenished?.Invoke();
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}
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}
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}
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}
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