Pedro Gomes 2773ef7d6e Player Death Update
- 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.
2024-07-20 19:49:14 +01:00

109 lines
2.5 KiB
C#

using Kryz.CharacterStats.Examples;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
public class Mana : Resource
{
CharacterStats character;
public UnityEvent<float> onMaxManaChanged = new UnityEvent<float>();
[HideInInspector]
public PhotonView photonView;
private bool noCost = false;
public bool NoCost => noCost;
public UnityEvent<bool> OnNoManaCostStateChanged = new UnityEvent<bool>();
private void Awake()
{
character = GetComponent<CharacterStats>();
photonView = GetComponent<PhotonView>();
baseMaxValue = maxValue;
baseFlatRegen = flatRegen;
character.onUpdateStatValues.AddListener(CalculateMaxValueBasedOnStat);
}
protected override void Start()
{
if (!photonView.IsMine) return;
base.Start();
}
public void SetNoCostState(bool noManaCost)
{
if (!photonView.IsMine) return;
photonView.RPC(nameof(RPC_SetNoCostState), RpcTarget.All, noManaCost);
}
[PunRPC]
public void RPC_SetNoCostState(bool noManaCost)
{
noCost = noManaCost;
OnNoManaCostStateChanged.Invoke(noCost);
}
public override void ChangeValue(float value)
{
if (!photonView.IsMine) return;
if (noCost && value < 0) return;
currentValue += value;
currentValue = Mathf.Clamp(currentValue, 0, maxValue);
onResourceChanged.Invoke(currentValue);
}
[PunRPC]
public void RPC_ChangeValueMana (float value)
{
if (!photonView.IsMine) return;
Debug.Log("Received ChangeValue from RPC from someone");
ChangeValue(value);
}
public override float GetMaxValue()
{
return base.GetMaxValue();
}
public bool EnoughMana(float cost)
{
if (noCost) return true;
return cost <= currentValue;
}
public void CalculateMaxValueBasedOnStat()
{
maxValue = baseMaxValue + character.Intelligence.Value * 10f;
CalculateRegenValueBasedOnStat();
onMaxManaChanged.Invoke(maxValue);
}
public void CalculateRegenValueBasedOnStat()
{
flatRegen = baseFlatRegen + (character.Spirit.Value - character.Spirit.BaseValue) * 0.5f;
percentRegen = (character.Spirit.Value - character.Spirit.BaseValue) * 0.01f;
}
public override void SetMaxValue(float value)
{
base.SetMaxValue(value);
onMaxManaChanged.Invoke(maxValue);
}
}