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111 行
2.3 KiB
111 行
2.3 KiB
using UnityEngine;
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using UnityEngine.Events;
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public class Damageable : MonoBehaviour
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{
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[SerializeField] private HealthConfigSO _healthConfigSO;
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[SerializeField] private HealthSO _currentHealthSO;
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[SerializeField] private GetHitEffectConfigSO _getHitEffectSO;
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[SerializeField] private Renderer _mainMeshRenderer;
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[SerializeField] private DroppableRewardConfigSO _droppableRewardSO;
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[Header("Broadcasting On")]
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[SerializeField] private VoidEventChannelSO _updateHealthEvent = default;
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[SerializeField] private VoidEventChannelSO _deathEvent = default;
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[Header("Listening To")]
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[SerializeField] private IntEventChannelSO _restoreHealth = default;
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public DroppableRewardConfigSO DroppableRewardConfig => _droppableRewardSO;
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public bool GetHit { get; set; }
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public bool IsDead { get; set; }
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public GetHitEffectConfigSO GetHitEffectConfig => _getHitEffectSO;
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public Renderer MainMeshRenderer => _mainMeshRenderer;
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public UnityAction OnDie;
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private void Awake()
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{
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if (_currentHealthSO == null)
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{
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_currentHealthSO = new HealthSO();
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_currentHealthSO.SetMaxHealth(_healthConfigSO.MaxHealth);
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_currentHealthSO.SetCurrentHealth(_healthConfigSO.MaxHealth);
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}
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if (_updateHealthEvent != null)
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{
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_updateHealthEvent.RaiseEvent();
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}
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}
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private void OnEnable()
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{
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if (_restoreHealth != null)
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{
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_restoreHealth.OnEventRaised += restoreHealth;
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}
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}
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private void OnDisable()
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{
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if (_restoreHealth != null)
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{
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_restoreHealth.OnEventRaised -= restoreHealth;
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}
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}
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public void Kill()
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{
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ReceiveAnAttack(_currentHealthSO.CurrentHealth);
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}
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public void ReceiveAnAttack(int damage)
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{
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if (IsDead)
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return;
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_currentHealthSO.InflictDamage(damage);
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if (_updateHealthEvent != null)
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{
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_updateHealthEvent.RaiseEvent();
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}
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GetHit = true;
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if (_currentHealthSO.CurrentHealth <= 0)
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{
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IsDead = true;
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if (OnDie != null)
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OnDie.Invoke();
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if (_deathEvent != null)
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_deathEvent.RaiseEvent();
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}
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}
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public void ResetHealth()
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{
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_currentHealthSO.SetCurrentHealth(_healthConfigSO.MaxHealth);
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if (_updateHealthEvent != null)
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{
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_updateHealthEvent.RaiseEvent();
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}
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IsDead = false;
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}
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public void restoreHealth(int healthToAdd)
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{
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if (IsDead)
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return;
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_currentHealthSO.RestoreHealth(healthToAdd);
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if (_updateHealthEvent != null)
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{
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_updateHealthEvent.RaiseEvent();
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}
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}
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}
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