Files
Crash-Course/Assets/Scripts/Damageable.cs
RochesterX 6fda7978f3 Bug
2025-03-07 17:30:04 -05:00

129 lines
3.3 KiB
C#

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 Animator animator;
public bool damageSelfDebug = false;
public bool dying = false;
private void Start()
{
animator = GetComponent<Animator>();
}
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)
{
if (dying) return;
float actualForce = damageSource.GetComponent<Damageable>().force;
Block blockComponent = GetComponent<Block>();
if (blockComponent != null && blockComponent.blocking)
{
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 * (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<Rigidbody2D>().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()
{;
if (GameManager.Instance != null)
{
animator.SetBool("die", true);
dying = true;
}
}
public void HandleDeath()
{
GameManager.Instance.PlayerDied(this);
animator.SetBool("die", false);
dying = false;
}
public void Respawn()
{
transform.position = GameManager.Instance.spawnPosition;
if (TryGetComponent<Rigidbody2D>(out var rb))
{
rb.linearVelocity = Vector2.zero;
rb.angularVelocity = 0f;
}
if (TryGetComponent<Damageable>(out var damageable))
{
damageable.ResetDamage();
}
}
public void ResetDamage()
{
damage = 0f;
}
}