- Targetting tags can now hold more than one tag, keeping IsValidTarget, AlliesContains and HasSameTag checks available. - Added generic target tags for enemies and players - Optional specific targetting tags if needed for future enhanced targetting
60 lines
2.0 KiB
C#
60 lines
2.0 KiB
C#
using Kryz.CharacterStats;
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using Kryz.CharacterStats.Examples;
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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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[CreateAssetMenu(fileName = "AbsorbEffect", menuName = "RiftMayhem/AbilitySystem/Effects/Absorb Effect", order = 1)]
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public class AbsorbEffect : StatusEffect
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{
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public float amount;
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AbsorbEffectInstance targetAbsorbEffect;
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public override void ApplyEffect(Taggable user, List<Taggable> targets)
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{
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base.ApplyEffect(user, targets);
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if(applyToTargetsHit)
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{
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foreach (Taggable target in targets)
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{
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if (IsAlliedTarget(user, target))
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{
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targetAbsorbEffect = target.GetComponent<AbsorbEffectInstance>();
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targetAbsorbEffect.owner.RPC(nameof(targetAbsorbEffect.RPC_ApplyAbsorbEffect), targetAbsorbEffect.owner.Owner, StatusEffectIndexer.Instance.StatusEffects.IndexOf(this), CalculateFinalAmount(user));
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}
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}
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}
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if (applyToSelf)
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{
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targetAbsorbEffect = user.GetComponent<AbsorbEffectInstance>();
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targetAbsorbEffect.ApplyEffect(this, CalculateFinalAmount(user));
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//targetAbsorbEffect.owner.RPC(nameof(targetAbsorbEffect.RPC_ApplyAbsorbEffect), targetAbsorbEffect.owner.Owner, StatusEffectIndexer.Instance.StatusEffects.IndexOf(this));
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}
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}
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private bool IsAlliedTarget(Taggable user, Taggable target)
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{
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//return user.targetTag.Contains(target.targetTag);
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return user.AlliedTagsContains(target.targetTag);
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}
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private float CalculateFinalAmount(Taggable user)
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{
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float finalAmount = amount;
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CharacterStats stats = user.GetComponent<CharacterStats>();
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foreach (var statInfluence in influencingStats)
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{
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if (stats.statsDictionary.TryGetValue(statInfluence.statTag.name.ToLower(), out CharacterStat stat))
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{
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finalAmount += stat.Value * statInfluence.percentInfluence;
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}
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}
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return finalAmount;
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}
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}
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