using System.Collections; using System.Collections.Generic; using UnityEngine; public class LifeStealBehavior : RuntimeBehavior { public float lifeStealPercent = 0.15f; // 15% life steal public LifeStealBehavior() { Trigger = BehaviorTrigger.OnHit; BehaviorName = "Life Steal"; } public override void Execute(RuntimeAbilityInstance ability, Taggable user, Transform target, Vector3 point) { // This would need to track the damage dealt to calculate life steal // For now, just heal a fixed amount var userHealth = user.GetComponent(); if (userHealth != null) { float healAmount = 20f * lifeStealPercent; // Placeholder calculation userHealth.ChangeValue(healAmount); } } public override RuntimeBehavior Clone() { return new LifeStealBehavior { lifeStealPercent = this.lifeStealPercent }; } }