Initial. Added files
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39
Assets/Scripts/Character/CharacterCondition.cs
Executable file
39
Assets/Scripts/Character/CharacterCondition.cs
Executable file
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using System;
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using UnityEngine;
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public class CharacterCondition : MonoBehaviour
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{
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public event Action<object> OnKilledEvent;
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public event Action<int> OnDamageHealthTakenEvent;
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public event Action<int> OnDamageArmourTakenEvent;
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public event Action<int> OnAmmunitionTakenEvent;
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[SerializeField] private int HealthPoints;
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[SerializeField] private int ArmourPoints;
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[SerializeField] private int Ammunition;
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public void Start()
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{
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}
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public void GetDamage(float damage)
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{
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HealthPoints -= Mathf.RoundToInt(damage * (1 - ArmourPoints * 0.5f));
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ArmourPoints -= Mathf.RoundToInt(Mathf.Sqrt(damage) * 5);
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OnDamageHealthTakenEvent?.Invoke(HealthPoints);
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OnDamageArmourTakenEvent?.Invoke(ArmourPoints);
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if (HealthPoints < 0)
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OnKilledEvent?.Invoke(gameObject);
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}
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public void GiveHealth(int health) => HealthPoints = Mathf.Clamp(health + HealthPoints, 0, 100);
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public void SetHealth(int health) => HealthPoints = Mathf.Clamp(health, 0, 100);
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public void GiveArmour(int armour) => ArmourPoints = Mathf.Clamp(armour + ArmourPoints, 0, 100);
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public void SetArmour(int armour) => ArmourPoints = Mathf.Clamp(armour, 0, 100);
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public void TakeAmmo(int ammo)
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{
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Ammunition += ammo;
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OnAmmunitionTakenEvent?.Invoke(Ammunition);
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}
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}
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