237 lines
7.7 KiB
C#
237 lines
7.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Game;
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using Music;
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using Player;
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namespace Player
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{
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/// <summary>
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/// This class handles the player's ability to take damage, die, and respawn.
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/// It also manages interactions like blocking, parrying, and dropping items when hit.
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/// </summary>
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[RequireComponent(typeof(Rigidbody2D))]
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[RequireComponent(typeof(Collider2D))]
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[RequireComponent(typeof(RespawnOnTriggerEnter))]
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public class Damageable : MonoBehaviour
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{
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/// <summary>
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/// The force applied to the player when hit.
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/// </summary>
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public float force = 50f;
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/// <summary>
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/// The current accumulated damage of the player.
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/// </summary>
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public float damage = 0f;
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/// <summary>
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/// The maximum damage the player can take before dying.
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/// </summary>
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public float maxDamage = 1000f;
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/// <summary>
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/// The number of lives the player has.
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/// </summary>
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public int lives = 0;
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/// <summary>
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/// If true, applies damage to self for debugging purposes.
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/// </summary>
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public bool damageSelfDebug = false;
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/// <summary>
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/// Indicates whether the player is currently dying.
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/// </summary>
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public bool dying = false;
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/// <summary>
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/// Event triggered when a player dies.
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/// </summary>
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public event System.Action<GameObject> OnPlayerDeath;
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/// <summary>
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/// Event triggered when a player respawns.
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/// </summary>
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public event System.Action<GameObject> OnPlayerRespawn;
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/// <summary>
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/// Reference to the player's animator component.
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/// </summary>
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private Animator animator;
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/// <summary>
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/// Initializes the animator reference.
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/// </summary>
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private void Start()
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{
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animator = GetComponent<Animator>();
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}
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/// <summary>
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/// Handles debug self-damage if enabled.
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/// </summary>
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private void Update()
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{
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if (damageSelfDebug)
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{
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damageSelfDebug = false;
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Damage(gameObject);
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}
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}
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/// <summary>
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/// Applies damage when colliding with a punch hurtbox.
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/// </summary>
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/// <param name="collision">The collider that entered the trigger.</param>
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private void OnTriggerEnter2D(Collider2D collision)
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{
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if (collision.gameObject.CompareTag("Punch Hurtbox"))
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{
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Damage(collision.transform.parent.gameObject);
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}
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}
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/// <summary>
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/// Applies damage to the player from a given damage source.
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/// Handles blocking, parrying, and force application.
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/// </summary>
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/// <param name="damageSource">The GameObject causing the damage.</param>
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private void Damage(GameObject damageSource)
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{
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// Prevent damage if the player is dying or the damage source is a hat
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if (dying || damageSource.CompareTag("Hat")) return;
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float actualForce = damageSource.GetComponent<Damageable>().force;
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Block blockComponent = GetComponent<Block>();
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// Drop the item if the player is holding one
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GetComponentInChildren<UseItem>().DropItem();
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if (blockComponent != null && blockComponent.blocking)
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{
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if (blockComponent.IsParrying())
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{
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// Handle parry logic
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damageSource.GetComponent<Damageable>().SuccessfulParry(gameObject, actualForce);
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AudioManager.Instance.PlaySound("Parry");
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return;
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}
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else
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{
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// Reduce damage if the player is blocking
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AudioManager.Instance.PlaySound("Punch");
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actualForce /= 4;
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GetComponent<Rigidbody2D>().AddForce(((transform.position - damageSource.transform.position).normalized + Vector3.up * 2) * actualForce, ForceMode2D.Force);
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}
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}
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else
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{
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// Apply full damage if the player is not blocking
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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);
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}
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// Update the player's damage and check if they should die
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damage += actualForce;
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damage = Mathf.Clamp(damage, 0f, maxDamage);
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if (damage >= maxDamage)
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{
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Die();
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}
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}
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/// <summary>
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/// Adds a specified amount of damage to the player.
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/// </summary>
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/// <param name="damage">The amount of damage to add.</param>
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public void Damage(float damage)
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{
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this.damage += damage;
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if (this.damage >= maxDamage)
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{
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Die();
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}
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}
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/// <summary>
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/// Handles the effects of a successful parry, applying force and damage.
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/// </summary>
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/// <param name="damageSource">The GameObject that was parried.</param>
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/// <param name="force">The force to apply.</param>
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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);
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damage += force;
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damage = Mathf.Clamp(damage, 0f, maxDamage);
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if (damage >= maxDamage)
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{
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Die();
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}
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}
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/// <summary>
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/// Triggers the death animation and sets the player to the dying state.
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/// </summary>
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private void Die()
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{
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if (GameManager.Instance != null)
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{
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// Drop the item if the player is holding one
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UseItem useItem = GetComponent<UseItem>();
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if (useItem != null)
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{
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useItem.DropItem();
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}
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// Trigger the death animation and mark the player as dying
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animator.SetBool("die", true);
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dying = true;
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AudioManager.Instance.PlaySound("Death Simple");
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OnPlayerDeath?.Invoke(gameObject);
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}
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}
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/// <summary>
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/// Handles player state after death and resets dying state after respawn.
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/// </summary>
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public void HandleDeath()
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{
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print("Player " + gameObject.name + " died");
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GameManager.Instance.PlayerDied(this);
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animator.SetBool("die", false);
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dying = false;
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}
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/// <summary>
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/// Respawns the player at the spawn position and resets damage/health bar.
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/// </summary>
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public void Respawn()
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{
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//transform.position = GameManager.Instance.spawnPosition;
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// Reset the player's velocity
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if (TryGetComponent<Rigidbody2D>(out var rb))
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{
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rb.linearVelocity = Vector2.zero;
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rb.angularVelocity = 0f;
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}
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// Reset the player's damage
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ResetDamage();
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OnPlayerRespawn?.Invoke(gameObject);
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}
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/// <summary>
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/// Resets the player's damage to zero.
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/// </summary>
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public void ResetDamage()
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{
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damage = 0f;
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}
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}
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} |