2025-02-21 18:35:51 +00:00

250 lines
7.3 KiB
C#

using Kryz.CharacterStats.Examples;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
public class Health : Resource
{
protected CharacterStats character;
protected AbsorbEffectInstance absorbEffectInstance;
protected DamageIncomeModifierEffectInstance damageIncomeModifierEffectInstance;
public UnityEvent<float> onMaxHealthChanged = new UnityEvent<float>();
public UnityEvent onDeath = new UnityEvent();
public bool invulnerable = false;
public bool Invulnerable => invulnerable;
float incomingValue;
float percentStatMitigation;
float reducedDamage;
private bool isDead;
public UnityEvent<bool> OnInvulnerabilityStateChanged = new UnityEvent<bool>();
public void SetIsDeadState(bool isDead)
{
this.isDead = isDead;
canRegen = !isDead;
}
protected virtual void Awake()
{
character = GetComponent<CharacterStats>();
absorbEffectInstance = GetComponent<AbsorbEffectInstance>();
damageIncomeModifierEffectInstance = GetComponent<DamageIncomeModifierEffectInstance>();
baseFlatRegen = flatRegen;
character.MaxHealth.BaseValue = baseMaxValue;
character.onUpdateStatValues.AddListener(CalculateMaxValueBasedOnStat);
}
protected override void Start()
{
base.Start();
}
public void SetInvulnerabilityState(bool isInvulnerable)
{
invulnerable = isInvulnerable;
OnInvulnerabilityStateChanged.Invoke(invulnerable);
}
protected void HandleDamageIncomeModifierEffects()
{
if (incomingValue < 0)
{
if (damageIncomeModifierEffectInstance.IsActive)
{
//Debug.Log("Incoming damage b4 mitigation: " + incomingValue);
incomingValue = damageIncomeModifierEffectInstance.ModifyDamageIncome(incomingValue);
if (incomingValue > 0) //avoid damage ultra mitigated turning into healing
incomingValue = 0;
}
//Debug.Log("Incoming damage after mitigation: " + incomingValue);
}
}
protected void HandleStatMitigation(DamageType dmgType)
{
if (incomingValue < 0)
{
switch (dmgType)
{
case DamageType.Attack:
default:
{
percentStatMitigation = Mathf.Clamp((character.Armor.Value * GameConstants.CharacterStatsBalancing.PercentArmorIntoDamageReduction), 0,GameConstants.CharacterStatsBalancing.MaximumPercentDamageReductionFromArmor);
}
break;
case DamageType.Spell:
{
percentStatMitigation = Mathf.Clamp((character.MagicResistance.Value * GameConstants.CharacterStatsBalancing.PercentMagicResistanceIntoDamageReduction), 0, GameConstants.CharacterStatsBalancing.MaximumPercentDamageReductionFromMagicResistance);
}
break;
}
//Debug.Log(gameObject.name + " mitigating = " + percentStatMitigation + " percent");
reducedDamage = incomingValue * percentStatMitigation;
incomingValue += Mathf.Abs(reducedDamage);
//Debug.Log(gameObject.name + " receiving dmg = " + incomingValue + $" after mitigations from {(dmgType == DamageType.Attack ? nameof(character.Armor) : nameof(character.MagicResistance))}");
if (incomingValue > 0) //avoid damage ultra mitigated turning into healing
incomingValue = 0;
}
}
protected void HandleMagicResistanceMitigation()
{
}
protected void HandleAbsorbEffects()
{
if (incomingValue < 0)
{
if (absorbEffectInstance.IsActive)
{
//Debug.Log("Incoming damage b4 absorbs: " + incomingValue);
incomingValue = absorbEffectInstance.AbsorbDamage(incomingValue);
if (incomingValue > 0) //avoid complete absorbs turning into healing
incomingValue = 0;
}
//Debug.Log("Incoming damage after absorbs: " + incomingValue);
}
}
public override void ChangeValue(float value)
{
//Debug.Log("Value to change: " + value);
if (isDead) return;
incomingValue = value;
if (invulnerable && incomingValue < 0) return;
HandleDamageIncomeModifierEffects();
HandleAbsorbEffects();
currentValue += incomingValue;
currentValue = Mathf.Clamp(currentValue, 0, maxValue);
if (currentValue == 0)
{
//dead;
onDeath.Invoke();
}
//Debug.Log("CurrentHealth: " + currentValue);
onResourceChanged.Invoke(currentValue);
}
public void ChangeValueDirect(float value)
{
//Debug.Log("Value to change: " + value);
if (isDead) return;
incomingValue = value;
if (invulnerable && incomingValue < 0) return;
currentValue += incomingValue;
currentValue = Mathf.Clamp(currentValue, 0, maxValue);
if (currentValue == 0)
{
//dead;
onDeath.Invoke();
}
//Debug.Log("CurrentHealth: " + currentValue);
onResourceChanged.Invoke(currentValue);
}
public void ChangeValue(float value, int dmgType)
{
//Debug.Log("Value to change: " + value);
if (isDead) return;
incomingValue = value;
//Debug.Log(gameObject.name + " receiving dmg = " + incomingValue + " before mitigations " + (DamageType)dmgType);
if (invulnerable && incomingValue < 0) return;
HandleDamageIncomeModifierEffects();
HandleStatMitigation((DamageType)dmgType);
HandleAbsorbEffects();
currentValue += incomingValue;
currentValue = Mathf.Clamp(currentValue, 0, maxValue);
if (currentValue == 0)
{
//dead;
onDeath.Invoke();
}
//Debug.Log("CurrentHealth: " + currentValue);
onResourceChanged.Invoke(currentValue);
}
public bool EnoughHealth(float cost)
{
if (invulnerable) return true;
return cost <= currentValue;
}
public override float GetMaxValue()
{
return base.GetMaxValue();
}
public virtual void CalculateMaxValueBasedOnStat()
{
maxValue = character.MaxHealth.Value;
CalculateRegenValueBasedOnStat();
onMaxHealthChanged.Invoke(maxValue);
}
public void CalculateRegenValueBasedOnStat()
{
flatRegen = baseFlatRegen +
(character.Strength.Value - character.Strength.BaseValue) * GameConstants.CharacterStatsBalancing.BonusStrengthToFlatRegenRate +
(character.Vitality.Value - character.Vitality.BaseValue) * GameConstants.CharacterStatsBalancing.BonusVitalityToFlatRegenRate
;
//percentRegen = (character.Vitality.Value - character.Vitality.BaseValue) * GameConstants.CharacterBalancing.BonusVitalityToPercentRegenRate;
//Debug.Log(this.gameObject.name + " regens health " + flatRegen + " " + percentRegen + " = " + flatRegen + (maxValue * percentRegen / 100f));
}
public override void SetMaxValue(float value)
{
base.SetMaxValue(value);
onMaxHealthChanged.Invoke(maxValue);
}
}