- NPC controller reworked completely - ability priority list for npc's - npc's with animations - damage over time effect added - burn, poison and bleed over time effects added
59 lines
2.2 KiB
C#
59 lines
2.2 KiB
C#
using UnityEngine;
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using System.Collections.Generic;
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using Kryz.CharacterStats.Examples;
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using Kryz.CharacterStats;
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[CreateAssetMenu(fileName = "DamageOverTimeEffect", menuName = "RiftMayhem/AbilitySystem/Effects/Damage Over Time Effect", order = 1)]
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public class DamageOverTimeEffect : StatusEffect
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{
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[Space]
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public float damagePerTick;
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public float percentStatInfluence;
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public float tickRate = 1f;
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public DamageOverTimeType damageType;
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private float finalTickValue;
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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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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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BaseDamageOverTimeEffectInstance dotInstance = GetOrAddCorrectInstance(target);
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dotInstance.owner.RPC((nameof(dotInstance.RPC_ApplyDamageOverTimeEffect)+damageType.ToString()), dotInstance.owner.Owner, StatusEffectIndexer.Instance.StatusEffects.IndexOf(this));
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}
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}
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if (applyToSelf)
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{
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BaseDamageOverTimeEffectInstance dotInstance = GetOrAddCorrectInstance(user);
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dotInstance.ApplyEffect(this);
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}
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}
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private BaseDamageOverTimeEffectInstance GetOrAddCorrectInstance(Taggable target)
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{
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switch (damageType)
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{
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case DamageOverTimeType.Burn:
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return target.GetComponent<BurnEffectInstance>() ?? target.gameObject.AddComponent<BurnEffectInstance>();
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case DamageOverTimeType.Poison:
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return target.GetComponent<PoisonEffectInstance>() ?? target.gameObject.AddComponent<PoisonEffectInstance>();
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case DamageOverTimeType.Bleed:
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return target.GetComponent<BleedEffectInstance>() ?? target.gameObject.AddComponent<BleedEffectInstance>();
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default:
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throw new System.ArgumentException("Unknown damage type");
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}
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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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finalTickValue = damagePerTick;
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else
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finalTickValue = damagePerTick + stat.Value * percentStatInfluence;
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}
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} |