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; public int lives = 3; //private GameManager gameManager; private Animator animator; public bool damageSelfDebug = false; public bool dying = false; private void Start() { //gameManager = GameManager.Instance; animator = GetComponent(); } private void Update() { if (damageSelfDebug) { damageSelfDebug = false; Damage(gameObject); } } private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.CompareTag("Punch Hurtbox")) { print($"{name}: Ouch"); Damage(collision.transform.parent.gameObject); } } private void Damage(GameObject damageSource) { float actualForce = damageSource.GetComponent().force; Block blockComponent = GetComponent(); if (blockComponent != null && blockComponent.blocking) { if (blockComponent.IsParrying()) { damageSource.GetComponent().SuccessfulParry(gameObject, actualForce); return; } else { actualForce /= 4; GetComponent().AddForce(((transform.position - damageSource.transform.position).normalized + Vector3.up * 2) * actualForce, ForceMode2D.Force); } } else { GetComponent().AddForce(((transform.position - damageSource.transform.position).normalized + Vector3.up * 2) * actualForce * (1 + (damage / maxDamage) * 3), ForceMode2D.Force); } damage += actualForce; damage = Mathf.Clamp(damage, 0f, maxDamage); if (damage >= maxDamage) { Die(); } } public void Damage(float damage) { this.damage += damage; if (damage >= maxDamage) { Die(); } } private void SuccessfulParry(GameObject damageSource, float force) { GetComponent().AddForce(((transform.position - damageSource.transform.position).normalized + Vector3.up * 2) * force, ForceMode2D.Force); damage += force; damage = Mathf.Clamp(damage, 0f, maxDamage); if (damage >= maxDamage) { Die(); } } private void Die() { //Debug.Log($"{name}: MAKE THIS WORK."); if (GameManager.Instance != null) { animator.SetTrigger("die"); dying = true; //StartCoroutine(HandleDeath()); // Handled by an animation event instead. } } public void HandleDeath() { GameManager.Instance.PlayerDied(this); dying = false; } 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; } }