RiftMayhem/Assets/Scripts/AbilitySystem/Effects/DamageOutputModifierEffectInstance.cs
2025-02-21 18:35:51 +00:00

84 lines
2.2 KiB
C#

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;
}
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();
}
}