Many changes to Invector inventory system, added WIP UI system, added implementation for max stamina, moving speed, attack speed, attack power, thorns
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@@ -26,7 +26,13 @@ namespace Invector.vMelee
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public vMeleeWeapon leftWeapon, rightWeapon;
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public vOnHitEvent onDamageHit, onRecoilHit;
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public OnEquipWeaponEvent onEquipWeapon;
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protected float globalDamageMultiplier = 1f;
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// CHANGE 2: Add a public method to set this multiplier from Player.cs
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public void SetGlobalDamageMultiplier(float multiplier)
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{
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globalDamageMultiplier = multiplier;
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}
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#endregion SeralizedProperties in CustomEditor
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[Tooltip("NPC ONLY- Ideal distance for the attack")]
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@@ -184,10 +190,24 @@ namespace Invector.vMelee
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if (this.attackName != string.Empty) damage.damageType = this.attackName;
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if (this.ignoreDefense) damage.ignoreDefense = this.ignoreDefense;
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if (this.senselessTime != 0) damage.senselessTime = this.senselessTime;
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/// Calc damage with multiplier
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/// and Call ApplyDamage of attackObject
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damage.damageValue *= damageMultiplier > 1 ? damageMultiplier : 1;
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// CHANGE 3: Update the Math to include your global multiplier
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// -----------------------------------------------------------
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float calculatedDamage = damage.damageValue;
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// 1. Apply Animation Multiplier (Heavy attacks, etc)
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if (damageMultiplier > 1) calculatedDamage *= damageMultiplier;
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// 2. Apply Trinket/Global Multiplier
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calculatedDamage *= globalDamageMultiplier;
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// 3. Apply Result back to the integer (Rounding to nearest)
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damage.damageValue = Mathf.RoundToInt(calculatedDamage);
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// -----------------------------------------------------------
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hitInfo.targetIsBlocking = !hitInfo.attackObject.ApplyDamage(hitInfo.hitBox, hitInfo.targetCollider, damage);
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onDamageHit.Invoke(hitInfo);
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