RiftMayhem/Assets/Scripts/AbilitySystem/Effects/DamageOutputModifierEffectInstance.cs
Pedro Gomes d89d22a267 New enemy type + Bugfix & Quality of life changes
- New enemy Crazied Orc Grunt basic + Boss
- New abilities for crazied orc grunt
- bugfix Damage input modifier effect instance not using stat scaling properly
- updated damage input/output modifier effects scaling
- Added QoL shift+click on stat point allocation button to add +10 in a single click
2025-01-11 23:50:11 +00:00

90 lines
2.4 KiB
C#

using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DamageOutputModifierEffectInstance : StatusEffectInstance
{
public float startingOutputModifierPercent;
public float currentOutputModifierPercent;
public float ModifyDamageOutput(float output)
{
return output = output * (1 + currentOutputModifierPercent);
}
public float GetHighestAmount(float value)
{
float highestAmount = value;
for (int i = 0; i < activeStacks.Count; i++)
{
if (((DamageOutputModifierEffect)activeStacks[i]).damageOutputModifierPercentage > highestAmount)
highestAmount = ((DamageOutputModifierEffect)activeStacks[i]).damageOutputModifierPercentage;
}
return highestAmount;
}
[PunRPC]
public void RPC_ApplyDamageOutputModifierEffect(int effectIndex, float value)
{
ApplyEffect(StatusEffectIndexer.Instance.StatusEffects[effectIndex], value);
}
public override void ApplyEffect(StatusEffect effect, float value)
{
base.ApplyEffect(effect, value);
}
protected override void AddStack(StatusEffect addedEffect, float value)
{
if (activeStacks.Count <= 0)
{
startingOutputModifierPercent = value;
currentOutputModifierPercent = value;
}
else if (canStack && (!activeStacks.Contains(addedEffect) || addedEffect.canApplyMultipleInstances))
{
currentOutputModifierPercent += value;
}
else
{
OnEffectStackAdded();
return;
}
base.AddStack(addedEffect, value);
}
protected override void RefreshEffect(StatusEffect effect, float value)
{
base.RefreshEffect(effect, value);
startingOutputModifierPercent = GetHighestAmount(value);
currentOutputModifierPercent = startingOutputModifierPercent;
OnEffectStackAdded();
}
protected override IEnumerator EffectStateCoroutine()
{
return base.EffectStateCoroutine();
}
protected override void EffectStateStarted()
{
base.EffectStateStarted();
}
protected override void EffectStateEnded()
{
startingOutputModifierPercent = 0;
currentOutputModifierPercent = startingOutputModifierPercent;
base.EffectStateEnded();
}
}