RiftMayhem/Assets/Scripts/AbilitySystem/Effects/DamageOverTimeEffect.cs
Pedro Gomes 80504d79cd New Damage output modifier effect + new abilities
- Implemented Damage output modifier effects to all characters, allowing to temporarily increase/decrease the target's output
- Added a complete set of priest abilities, when they want to join the dark side:
   - New Corrupted slash priest melee ability
   - New Shadow Orb priest projectile ability
   - New Burst of Corruption AoE ability
   - New Corrupted Grounds AoEOverTime ability
   - New Tainted Star AoEOverTime ability (future signature spell)
   - Added stackable damage income modifier to enemies hit by all corrupted priest abilities, making him insane in cursing and group utility.
- Updated damage income/output modifiers to allow optional stacking of the same effects
2024-12-28 21:52:38 +00:00

85 lines
3.1 KiB
C#

using UnityEngine;
using System.Collections.Generic;
using Kryz.CharacterStats.Examples;
using Kryz.CharacterStats;
[CreateAssetMenu(fileName = "DamageOverTimeEffect", menuName = "RiftMayhem/AbilitySystem/Effects/Damage Over Time Effect", order = 1)]
public class DamageOverTimeEffect : StatusEffect
{
[Space]
public float baseDamagePerTick;
public float tickRate = 1f;
public DamageOverTimeType damageType;
private float finalTickValue;
private CharacterStats stats;
private DamageOutputModifierEffectInstance damageOutputModifier;
public override void ApplyEffect(Taggable user, List<Taggable> targets)
{
base.ApplyEffect(user, targets);
finalTickValue = CalculateFinalDamage(user);
if (applyToTargetsHit)
{
foreach (Taggable target in targets)
{
BaseDamageOverTimeEffectInstance dotInstance = GetOrAddCorrectInstance(target);
dotInstance.owner.RPC((nameof(dotInstance.RPC_ApplyDamageOverTimeEffect)+damageType.ToString()), dotInstance.owner.Owner, StatusEffectIndexer.Instance.StatusEffects.IndexOf(this), finalTickValue);
}
}
if (applyToSelf)
{
BaseDamageOverTimeEffectInstance dotInstance = GetOrAddCorrectInstance(user);
dotInstance.ApplyEffect(this, finalTickValue);
}
}
private BaseDamageOverTimeEffectInstance GetOrAddCorrectInstance(Taggable target)
{
switch (damageType)
{
case DamageOverTimeType.Burn:
return target.GetComponent<BurnEffectInstance>() ?? target.gameObject.AddComponent<BurnEffectInstance>();
case DamageOverTimeType.Poison:
return target.GetComponent<PoisonEffectInstance>() ?? target.gameObject.AddComponent<PoisonEffectInstance>();
case DamageOverTimeType.Bleed:
return target.GetComponent<BleedEffectInstance>() ?? target.gameObject.AddComponent<BleedEffectInstance>();
default:
throw new System.ArgumentException("Unknown damage type");
}
}
private float CalculateFinalDamage(Taggable user)
{
float finalDamage = baseDamagePerTick;
if (user == null) return finalDamage;
stats = user.GetComponent<CharacterStats>();
if (stats == null) return finalDamage;
damageOutputModifier = user.GetComponent<DamageOutputModifierEffectInstance>();
if (damageOutputModifier == null) return finalDamage;
foreach (var statInfluence in influencingStats)
{
if (stats.primaryStatsDictionary.TryGetValue(statInfluence.statTag.name.ToLower(), out CharacterStat stat))
{
finalDamage += stat.Value * statInfluence.percentInfluence;
}
else if (stats.secondaryStatsDictionary.TryGetValue(statInfluence.statTag.name.ToLower(), out CharacterStat secondaryStat))
{
finalDamage += secondaryStat.Value * statInfluence.percentInfluence;
}
}
finalDamage = damageOutputModifier.ModifyDamageOutput(finalDamage);
return finalDamage;
}
}