using System.Collections; using System.Collections.Generic; using UnityEngine; [RequireComponent(typeof(Rigidbody2D))] [RequireComponent(typeof(Collider2D))] [RequireComponent(typeof(RespawnOnTriggerEnter))] public class Damageable : MonoBehaviour { public float force = 50f; public float damage = 0f; public float maxDamage = 1000f; private GameManager gameManager; private Animator animator; private void Start() { gameManager = GameManager.Instance; animator = GetComponent(); } private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.CompareTag("Punch Hurtbox")) { print($"{name}: Ouch"); Damage(collision.transform.parent.gameObject); } } private void Damage(GameObject damageSource) { float actualForce = force; Block blockComponent = GetComponent(); if (blockComponent != null && blockComponent.blocking) { if (blockComponent.IsParrying()) { damageSource.GetComponent().SuccessfulParry(gameObject, actualForce); return; } else { actualForce /= 4; GetComponent().AddForce(((transform.position - damageSource.transform.position).normalized + Vector3.up * 2) * actualForce, ForceMode2D.Force); } } else { GetComponent().AddForce(((transform.position - damageSource.transform.position).normalized + Vector3.up * 2) * actualForce, ForceMode2D.Force); } damage += actualForce; damage = Mathf.Clamp(damage, 0f, maxDamage); if (damage >= maxDamage) { Die(); } } private void SuccessfulParry(GameObject damageSource, float force) { GetComponent().AddForce(((transform.position - damageSource.transform.position).normalized + Vector3.up * 2) * force, ForceMode2D.Force); damage += force; damage = Mathf.Clamp(damage, 0f, maxDamage); if (damage >= maxDamage) { Die(); } } private void Die() { Debug.Log($"{name}: MAKE THIS WORK."); if (gameManager != null) { animator.SetTrigger("Die"); StartCoroutine(HandleDeath()); } } private IEnumerator HandleDeath() { yield return new WaitForSeconds(animator.GetCurrentAnimatorStateInfo(0).length); gameManager.PlayerDied(gameObject); } public void Respawn() { transform.position = GameManager.Instance.spawnPosition; if (TryGetComponent(out var rb)) { rb.linearVelocity = Vector2.zero; rb.angularVelocity = 0f; } if (TryGetComponent(out var damageable)) { damageable.ResetDamage(); } } public void ResetDamage() { damage = 0f; } }