Pedro Gomes 8ce897c3aa Persist equipment through scenes
equipment is persistent on scene change, and stats stay updated.
still missing item persistence through sessions.
2024-05-13 11:51:04 +01:00

88 lines
2.1 KiB
C#

using Kryz.CharacterStats.Examples;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
public class Health : Resource
{
protected CharacterStats character;
public UnityEvent<float> onMaxHealthChanged = new UnityEvent<float>();
public UnityEvent onDeath = new UnityEvent();
[HideInInspector]
public PhotonView photonView;
protected virtual 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 override void ChangeValue(float value)
{
if (!photonView.IsMine) return;
//Debug.Log("Value to change: " + value);
currentValue += value;
currentValue = Mathf.Clamp(currentValue, 0, maxValue);
if (currentValue == 0)
{
//dead;
onDeath.Invoke();
}
//Debug.Log("CurrentHealth: " + currentValue);
onResourceChanged.Invoke(currentValue);
}
[PunRPC]
public void RPC_ChangeValueHealth(float value)
{
if (!photonView.IsMine) return;
Debug.Log("Received ChangeValue from RPC from someone");
ChangeValue(value);
}
public override float GetMaxValue()
{
return base.GetMaxValue();
}
public virtual void CalculateMaxValueBasedOnStat()
{
maxValue = baseMaxValue + character.Vitality.Value * 10f;
CalculateRegenValueBasedOnStat();
onMaxHealthChanged.Invoke(maxValue);
}
public void CalculateRegenValueBasedOnStat()
{
flatRegen = baseFlatRegen + (character.Strength.Value - character.Strength.BaseValue) * 0.5f;
percentRegen = (character.Vitality.Value - character.Vitality.BaseValue) * 0.01f;
}
public override void SetMaxValue(float value)
{
base.SetMaxValue(value);
onMaxHealthChanged.Invoke(maxValue);
}
}