- Players can now die (finally) - Solo players have a single cheat death per scene (reviving automatically after the first death) - group players have revive mechanic, where a player faints when his health gets to 0, creating a revive circle around him, other players can stand on it to revive him. if after x seconds they don't get revived they bleed out and stay perma death until scene changes or all players die - Multiple VFX added using post processing for cheat death, fainting, reviving, and perma death events. - stopped players from moving and pressing keys when dead - enemies now change target if they try to attack a dead/fainted target.
178 lines
4.6 KiB
C#
178 lines
4.6 KiB
C#
using Kryz.CharacterStats.Examples;
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using Photon.Pun;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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public class Health : Resource
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{
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protected CharacterStats character;
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protected AbsorbEffectInstance absorbEffectInstance;
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protected DamageIncomeModifierEffectInstance damageIncomeModifierEffectInstance;
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public UnityEvent<float> onMaxHealthChanged = new UnityEvent<float>();
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public UnityEvent onDeath = new UnityEvent();
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[HideInInspector]
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public PhotonView photonView;
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protected bool invulnerable = false;
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public bool Invulnerable => invulnerable;
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float incomingValue;
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private bool isDead;
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public UnityEvent<bool> OnInvulnerabilityStateChanged = new UnityEvent<bool>();
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public void SetIsDeadState(bool isDead)
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{
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this.isDead = isDead;
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canRegen = !isDead;
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}
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protected virtual void Awake()
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{
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character = GetComponent<CharacterStats>();
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photonView = GetComponent<PhotonView>();
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absorbEffectInstance = GetComponent<AbsorbEffectInstance>();
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damageIncomeModifierEffectInstance = GetComponent<DamageIncomeModifierEffectInstance>();
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baseMaxValue = maxValue;
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baseFlatRegen = flatRegen;
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character.onUpdateStatValues.AddListener(CalculateMaxValueBasedOnStat);
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}
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protected override void Start()
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{
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if (!photonView.IsMine) return;
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base.Start();
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}
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public void SetInvulnerabilityState(bool isInvulnerable)
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{
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if (!photonView.IsMine) return;
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photonView.RPC(nameof(RPC_SetInvulnerabilityState), RpcTarget.All, isInvulnerable);
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}
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[PunRPC]
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public void RPC_SetInvulnerabilityState(bool isInvulnerable)
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{
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invulnerable = isInvulnerable;
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OnInvulnerabilityStateChanged.Invoke(invulnerable);
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}
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protected void HandleDamageIncomeModifierEffects()
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{
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if (incomingValue < 0)
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{
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if (damageIncomeModifierEffectInstance.IsActive)
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{
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Debug.Log("Incoming damage b4 mitigation: " + incomingValue);
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incomingValue = damageIncomeModifierEffectInstance.ModifyDamageIncome(incomingValue);
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if (incomingValue > 0) //avoid damage ultra mitigated turning into healing
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incomingValue = 0;
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}
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Debug.Log("Incoming damage after mitigation: " + incomingValue);
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}
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}
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protected void HandleAbsorbEffects()
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{
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if (incomingValue < 0)
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{
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if (absorbEffectInstance.IsActive)
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{
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Debug.Log("Incoming damage b4 absorbs: " + incomingValue);
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incomingValue = absorbEffectInstance.AbsorbDamage(incomingValue);
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if (incomingValue > 0) //avoid complete absorbs turning into healing
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incomingValue = 0;
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}
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Debug.Log("Incoming damage after absorbs: " + incomingValue);
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}
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}
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public override void ChangeValue(float value)
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{
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if (!photonView.IsMine) return;
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//Debug.Log("Value to change: " + value);
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if (isDead) return;
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incomingValue = value;
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if (invulnerable && incomingValue < 0) return;
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HandleDamageIncomeModifierEffects();
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HandleAbsorbEffects();
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currentValue += incomingValue;
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currentValue = Mathf.Clamp(currentValue, 0, maxValue);
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if (currentValue == 0)
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{
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//dead;
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onDeath.Invoke();
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}
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//Debug.Log("CurrentHealth: " + currentValue);
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onResourceChanged.Invoke(currentValue);
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}
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public bool EnoughHealth(float cost)
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{
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if (invulnerable) return true;
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return cost <= currentValue;
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}
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[PunRPC]
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public void RPC_ChangeValueHealth(float value)
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{
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if (!photonView.IsMine) return;
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Debug.Log("Received ChangeValue from RPC from someone");
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ChangeValue(value);
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}
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public override float GetMaxValue()
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{
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return base.GetMaxValue();
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}
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public virtual void CalculateMaxValueBasedOnStat()
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{
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maxValue = baseMaxValue + character.Vitality.Value * 10f;
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CalculateRegenValueBasedOnStat();
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onMaxHealthChanged.Invoke(maxValue);
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}
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public void CalculateRegenValueBasedOnStat()
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{
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flatRegen = baseFlatRegen + (character.Strength.Value - character.Strength.BaseValue) * 0.5f;
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percentRegen = (character.Vitality.Value - character.Vitality.BaseValue) * 0.01f;
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}
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public override void SetMaxValue(float value)
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{
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base.SetMaxValue(value);
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onMaxHealthChanged.Invoke(maxValue);
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}
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}
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