- burst of hope (second priest ability) added - instant value effect with modifiers based on targets - damage income modifier effect added - status effect option to apply to targets hit - status effect option to apply to self
63 lines
2.2 KiB
C#
63 lines
2.2 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 = "InstantEffect", menuName = "RiftMayhem/AbilitySystem/Effects/Instant Effect", order = 1)]
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public class InstantValueEffect : BaseEffect
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{
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public float baseValue;
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public float percentStatInfluence;
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[Header("Optional Modifiers for damage / healing based on target")]
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public float AlliedTargetMultiplier = 1f;
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public float EnemyTargetMultiplier = 1f;
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Health targetHealth;
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private float finalValue;
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private CharacterStats stats;
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public override void ApplyEffect(Taggable user, List<Taggable> targets)
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{
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foreach (Taggable target in targets)
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{
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Debug.Log($"Applied instant effect of {GetCorrectValueSign(user, target)} to target {target.name}");
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targetHealth = target.GetComponent<Health>();
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if (targetHealth != null)
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targetHealth.photonView.RPC(nameof(targetHealth.RPC_ChangeValueHealth), targetHealth.photonView.Owner, GetCorrectValueSign(user, target));
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//targetHealth.ChangeValue(target.targetTag == TargettingTag.Enemy ? -value : value);
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}
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}
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private float GetCorrectValueSign(Taggable user, Taggable target)
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{
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stats = user.GetComponent<CharacterStats>();
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GetFinalValue(GetCorrectStat(stats));
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return user.targetTag.AlliedTags.Contains(target.targetTag) ? (finalValue * AlliedTargetMultiplier) : (-finalValue * EnemyTargetMultiplier);
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}
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private CharacterStat GetCorrectStat(CharacterStats stats) //TODO: make it use multiple stats correctly
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{
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for (int i = 0; i < influencingStats.Count; i++)
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{
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if (stats.statsDictionary.ContainsKey(influencingStats[i].name.ToLower()))
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{
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Debug.Log($"Influencing effect using: {influencingStats[i].name.ToLower()}");
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return stats.statsDictionary[influencingStats[i].name.ToLower()];
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}
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}
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return null;
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}
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private void GetFinalValue(CharacterStat stat)
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{
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if (stat == null)
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finalValue = baseValue;
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else
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finalValue = baseValue + stat.Value * percentStatInfluence;
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}
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}
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