Files
Crash-Course/Assets/Scripts/Player/Damageable.cs

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using System.Collections;
using System.Collections.Generic;
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using UnityEngine;
using Game;
using Music;
using Player;
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namespace Player
{
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[RequireComponent(typeof(Rigidbody2D))]
[RequireComponent(typeof(Collider2D))]
[RequireComponent(typeof(RespawnOnTriggerEnter))]
public class Damageable : MonoBehaviour
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{
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/// <summary>
/// The force applied to the player when hit.
/// </summary>
public float force = 50f; // Force applied when hit
/// <summary>
/// The current accumulated damage of the player.
/// </summary>
public float damage = 0f;
/// <summary>
/// The maximum damage the player can take before dying.
/// </summary>
public float maxDamage = 1000f; // Set max health
/// <summary>
/// The number of lives the player has.
/// </summary>
public int lives = 0;
private Animator animator;
/// <summary>
/// If true, applies damage to self for debugging purposes.
/// </summary>
public bool damageSelfDebug = false;
/// <summary>
/// Indicates whether the player is currently dying.
/// </summary>
public bool dying = false;
/// <summary>
/// Event triggered when the player is punched.
/// </summary>
public event System.Action<GameObject> OnPlayerPunched;
/// <summary>
/// Unity Start method. Initializes the animator reference.
/// </summary>
private void Start()
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{
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animator = GetComponent<Animator>();
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}
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/// <summary>
/// Unity Update method. Handles debug self-damage if enabled.
/// </summary>
private void Update()
{
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if (damageSelfDebug)
{
damageSelfDebug = false;
Damage(gameObject);
}
}
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/// <summary>
/// Unity OnTriggerEnter2D method. Applies damage when colliding with a punch hurtbox.
/// </summary>
/// <param name="collision">The collider that entered the trigger.</param>
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.gameObject.CompareTag("Punch Hurtbox"))
{
Damage(collision.transform.parent.gameObject);
}
}
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/// <summary>
/// Applies damage to the player from a given damage source.
/// Handles blocking, parrying, and force application.
/// </summary>
/// <param name="damageSource">The GameObject causing the damage.</param>
private void Damage(GameObject damageSource)
{
if (dying || damageSource.CompareTag("Hat")) return; // Exclude hat from taking damage
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float actualForce = damageSource.GetComponent<Damageable>().force;
Block blockComponent = GetComponent<Block>();
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GetComponentInChildren<UseItem>().DropItem(); // Drops hat if held
if (blockComponent != null && blockComponent.blocking)
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{
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if (blockComponent.IsParrying()) // Player receives damage if punching a parrying player
{
damageSource.GetComponent<Damageable>().SuccessfulParry(gameObject, actualForce);
AudioManager.Instance.PlaySound("Parry");
return;
}
else // Player does less damage if punching a blocking player
{
AudioManager.Instance.PlaySound("Punch");
actualForce /= 4;
GetComponent<Rigidbody2D>().AddForce(((transform.position - damageSource.transform.position).normalized + Vector3.up * 2) * actualForce, ForceMode2D.Force);
}
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}
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else // Player does full damage to a non-blocking player
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{
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AudioManager.Instance.PlaySound("Punch");
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GetComponent<Rigidbody2D>().AddForce(((transform.position - damageSource.transform.position).normalized + Vector3.up * 2) * actualForce * (1 + (damage / maxDamage) * 3), ForceMode2D.Force);
}
damage += actualForce;
damage = Mathf.Clamp(damage, 0f, maxDamage);
if (damage >= maxDamage)
{
Die();
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}
}
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/// <summary>
/// Adds a specified amount of damage to the player.
/// </summary>
/// <param name="damage">The amount of damage to add.</param>
public void Damage(float damage)
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{
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//if (GameManager.Instance.gameOver) return; // Prevent damage after game is over
this.damage += damage;
if (damage >= maxDamage)
{
Die();
}
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}
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/// <summary>
/// Handles the effects of a successful parry, applying force and damage.
/// </summary>
/// <param name="damageSource">The GameObject that was parried.</param>
/// <param name="force">The force to apply.</param>
private void SuccessfulParry(GameObject damageSource, float force)
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{
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GetComponent<Rigidbody2D>().AddForce(((transform.position - damageSource.transform.position).normalized + Vector3.up * 2) * force, ForceMode2D.Force);
damage += force;
damage = Mathf.Clamp(damage, 0f, maxDamage);
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if (damage >= maxDamage)
{
Die();
}
}
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/// <summary>
/// Triggers the death animation and sets the player to the dying state.
/// </summary>
private void Die()
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{
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if (GameManager.Instance != null) //&& !GameManager.Instance.gameOver) // Prevent death after game is over
{
UseItem useItem = GetComponent<UseItem>();
if (useItem != null)
{
useItem.DropItem(); // Ensure the player drops the item before the death animation
}
animator.SetBool("die", true);
dying = true;
AudioManager.Instance.PlaySound("Death Simple");
}
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}
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/// <summary>
/// Handles player state after death and resets dying state after respawn.
/// </summary>
public void HandleDeath()
{
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print("Player " + gameObject.name + " died");
GameManager.Instance.PlayerDied(this);
animator.SetBool("die", false);
dying = false;
}
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/// <summary>
/// Respawns the player at the spawn position and resets damage/health bar.
/// </summary>
public void Respawn()
{
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transform.position = GameManager.Instance.spawnPosition;
if (TryGetComponent<Rigidbody2D>(out var rb))
{
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rb.linearVelocity = Vector2.zero;
rb.angularVelocity = 0f;
}
if (TryGetComponent<Damageable>(out var damageable))
{
damageable.ResetDamage();
}
}
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/// <summary>
/// Resets the player's damage to zero.
/// </summary>
public void ResetDamage()
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{
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damage = 0f;
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}
}
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}