equipment is persistent on scene change, and stats stay updated. still missing item persistence through sessions.
88 lines
2.1 KiB
C#
88 lines
2.1 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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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 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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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 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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currentValue += value;
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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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[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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