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Crash-Course/Assets/Scripts/Damageable.cs

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using UnityEngine;
[RequireComponent(typeof(Rigidbody2D))]
[RequireComponent(typeof(Collider2D))]
[RequireComponent(typeof(RespawnOnTriggerEnter))]
public class Damageable : MonoBehaviour
{
public float force = 50f;
public float damage = 0f;
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public float maxDamage = 1000f;
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public HealthBar healthBar;
private GameManager gameManager;
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private void Start()
{
gameManager = GameManager.Instance;
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if (healthBar != null)
{
healthBar.SetMaxHealth(maxDamage);
healthBar.SetHealth(maxDamage - damage);
}
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.gameObject.CompareTag("Punch Hurtbox"))
{
print($"{name}: Ouch");
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Damage(collision.transform.parent.gameObject);
}
}
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private void Damage(GameObject damageSource)
{
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float actualForce = force;
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Block blockComponent = GetComponent<Block>();
if (blockComponent != null && blockComponent.blocking)
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{
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if (blockComponent.IsParrying())
{
damageSource.GetComponent<Damageable>().SuccessfulParry(gameObject, actualForce);
return;
}
else
{
actualForce /= 4;
GetComponent<Rigidbody2D>().AddForce(((transform.position - damageSource.transform.position).normalized + Vector3.up * 2) * actualForce, ForceMode2D.Force);
}
}
else
{
GetComponent<Rigidbody2D>().AddForce(((transform.position - damageSource.transform.position).normalized + Vector3.up * 2) * actualForce, ForceMode2D.Force);
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}
damage += actualForce;
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damage = Mathf.Clamp(damage, 0f, maxDamage);
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if (healthBar != null)
{
healthBar.SetHealth(maxDamage - damage);
}
if (damage >= maxDamage)
{
Die();
}
}
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private void SuccessfulParry(GameObject damageSource, float force)
{
GetComponent<Rigidbody2D>().AddForce(((transform.position - damageSource.transform.position).normalized + Vector3.up * 2) * force, ForceMode2D.Force);
damage += force;
damage = Mathf.Clamp(damage, 0f, maxDamage);
if (healthBar != null)
{
healthBar.SetHealth(maxDamage - damage);
}
if (damage >= maxDamage)
{
Die();
}
}
private void Die()
{
if (gameManager != null)
{
gameManager.PlayerDied(gameObject); //add death animation trigger
}
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}
public void Respawn()
{
transform.position = GameManager.Instance.spawnPosition;
if (TryGetComponent<Rigidbody2D>(out var rb))
{
rb.linearVelocity = Vector2.zero;
}
if (TryGetComponent<Damageable>(out var damageable))
{
damageable.ResetDamage();
}
}
public void ResetDamage()
{
damage = 0f;
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if (healthBar != null)
{
healthBar.SetHealth(maxDamage);
}
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//transform.localScale = Vector3.one;
}
}