parry and health bar pt1

This commit is contained in:
djkellerman
2025-02-26 20:17:19 -05:00
parent 710df1c8d4
commit 62c4a240b0
6 changed files with 114 additions and 15 deletions

View File

@@ -8,6 +8,16 @@ public class Damageable : MonoBehaviour
public float force = 50f;
public float damage = 0f;
public float maxDamage = 1000f;
public HealthBar healthBar;
private void Start()
{
if (healthBar != null)
{
healthBar.SetMaxHealth(maxDamage);
healthBar.SetHealth(maxDamage - damage);
}
}
private void OnTriggerEnter2D(Collider2D collision)
{
@@ -15,30 +25,51 @@ public class Damageable : MonoBehaviour
{
print($"{name}: Ouch");
Damage(collision.transform.parent.gameObject);
Recoil(collision.transform.parent.gameObject);
}
}
private void Recoil(GameObject damageSource)
{
GetComponent<Rigidbody2D>().AddForce(((transform.position - damageSource.transform.position).normalized + Vector3.up * 2) * damage, ForceMode2D.Force);
//damageSource.transform.localScale *= 1.1f;
}
private void Damage(GameObject damageSource)
{
float actualForce = force;
// Recoil
GetComponent<Rigidbody2D>().AddForce(((transform.position - damageSource.transform.position).normalized + Vector3.up * 2) * damage, ForceMode2D.Force);
if (GetComponent<Block>().blocking)
Block blockComponent = GetComponent<Block>();
if (blockComponent != null && blockComponent.blocking)
{
damageSource.GetComponent<Damageable>().Damage(gameObject);
actualForce /= 4;
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);
}
damage += actualForce;
damage = Mathf.Clamp(damage, 0f, maxDamage);
if (healthBar != null)
{
healthBar.SetHealth(maxDamage - damage);
}
if (damage >= maxDamage)
{
Die();
}
}
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();
@@ -57,6 +88,10 @@ public class Damageable : MonoBehaviour
public void ResetDamage()
{
damage = 0f;
if (healthBar != null)
{
healthBar.SetHealth(maxDamage);
}
//transform.localScale = Vector3.one;
}
}