Damage change, fog fix, Poisone effect postproces. triggers, scripts for posion zone modyfication
This commit is contained in:
@@ -1,75 +1,69 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq.Expressions;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.Events; // Nadal potrzebne dla UnityEvent ogólnego użytku
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namespace Invector
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{
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// Prawdopodobnie te typy są zdefiniowane gdzieś globalnie w namespace Invector
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// lub w plikach interfejsów. Jeśli nie, trzeba by je tu zdefiniować,
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// ale zakładam, że kompilator je znajdzie, skoro vDamageReceiver ich używa.
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// [System.Serializable] public class OnReceiveDamage : UnityEvent<vDamage> { } // Jeśli potrzebna definicja
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// [System.Serializable] public class OnDead : UnityEvent<GameObject> { } // Jeśli potrzebna definicja
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[vClassHeader("HealthController", iconName = "HealthControllerIcon")]
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public class vHealthController : vMonoBehaviour, vIHealthController
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public class vHealthController : vMonoBehaviour, vIHealthController // Upewnij się, że to jest poprawny interfejs
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{
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#region Variables
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[vEditorToolbar("Health", order = 0)]
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[SerializeField] [vReadOnly] protected bool _isDead;
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[vBarDisplay("maxHealth")] [SerializeField] protected float _currentHealth;
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[SerializeField][vReadOnly] protected bool _isDead;
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[vBarDisplay("maxHealth")][SerializeField] protected float _currentHealth;
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public bool isImmortal = false;
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[vHelpBox("If you want to start with different value, uncheck this and make sure that the current health has a value greater zero")]
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public bool fillHealthOnStart = true;
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public int maxHealth = 100;
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public int MaxHealth
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{
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get
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{
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return maxHealth;
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}
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protected set
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{
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maxHealth = value;
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}
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get { return maxHealth; }
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protected set { maxHealth = value; }
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}
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public float currentHealth
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{
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get
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{
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return _currentHealth;
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}
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get { return _currentHealth; }
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protected set
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{
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if (_currentHealth != value)
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{
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_currentHealth = value;
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onChangeHealth.Invoke(_currentHealth);
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}
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if (!_isDead && _currentHealth <= 0)
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{
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//_isDead = true;
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isDead = true;
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onDead.Invoke(gameObject);
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}
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else if (isDead && _currentHealth > 0)
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{
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isDead = false;
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if (onChangeHealth != null) onChangeHealth.Invoke(_currentHealth);
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}
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if (!_isDead && _currentHealth <= 0) { isDead = true; }
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else if (isDead && _currentHealth > 0) { isDead = false; }
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}
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}
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public virtual bool isDead
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{
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get
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{
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if (!_isDead && currentHealth <= 0)
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if (!_isDead && _currentHealth <= 0)
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{
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_isDead = true;
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onDead.Invoke(gameObject);
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if (_onDead != null) _onDead.Invoke(gameObject);
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}
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return _isDead;
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}
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set
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{
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_isDead = value;
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if (_isDead != value)
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{
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_isDead = value;
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if (_isDead)
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{
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if (_onDead != null) _onDead.Invoke(gameObject);
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}
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}
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}
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}
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public float healthRecovery = 0f;
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@@ -78,38 +72,46 @@ namespace Invector
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public float currentHealthRecoveryDelay;
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[vEditorToolbar("Events", order = 100)]
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public List<CheckHealthEvent> checkHealthEvents = new List<CheckHealthEvent>();
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// Używamy typów zdarzeń zdefiniowanych przez Invector (OnReceiveDamage, OnDead)
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[SerializeField] protected OnReceiveDamage _onStartReceiveDamage = new OnReceiveDamage();
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[SerializeField] protected OnReceiveDamage _onReceiveDamage = new OnReceiveDamage();
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[SerializeField] protected OnDead _onDead = new OnDead();
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public ValueChangedEvent onChangeHealth;
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[SerializeField] protected OnDead _onDead = new OnDead(); // Zakładając, że typ OnDead istnieje
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[System.Serializable]
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public class ValueChangedEvent : UnityEvent<float> { }
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public ValueChangedEvent onChangeHealth = new ValueChangedEvent();
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public UnityEvent onResetHealth = new UnityEvent(); // Standardowy UnityEvent
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public OnReceiveDamage onStartReceiveDamage { get { return _onStartReceiveDamage; } protected set { _onStartReceiveDamage = value; } }
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public OnReceiveDamage onReceiveDamage { get { return _onReceiveDamage; } protected set { _onReceiveDamage = value; } }
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public OnDead onDead { get { return _onDead; } protected set { _onDead = value; } }
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public UnityEvent onResetHealth;
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internal bool inHealthRecovery;
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// Właściwości implementujące interfejs, używając typów Invectora
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public OnReceiveDamage onStartReceiveDamage { get { return _onStartReceiveDamage; } } // Usunięto 'protected set' aby pasowało do get-only interfejsu
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public OnReceiveDamage onReceiveDamage { get { return _onReceiveDamage; } } // Usunięto 'protected set'
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public OnDead onDead { get { return _onDead; } } // Usunięto 'protected set'
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#endregion
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protected virtual void Start()
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{
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if (fillHealthOnStart)
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currentHealth = maxHealth;
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if (fillHealthOnStart) currentHealth = maxHealth;
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currentHealthRecoveryDelay = healthRecoveryDelay;
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}
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protected virtual bool canRecoverHealth
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{
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get
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{
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return (currentHealth >= 0 && healthRecovery > 0 && currentHealth < maxHealth);
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}
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get { return (_currentHealth >= 0 && healthRecovery > 0 && _currentHealth < maxHealth && !_isDead); }
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}
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protected virtual IEnumerator RecoverHealth()
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{
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inHealthRecovery = true;
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while (canRecoverHealth && !isDead)
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while (currentHealthRecoveryDelay > 0 && !_isDead)
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{
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currentHealthRecoveryDelay -= Time.deltaTime;
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yield return null;
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}
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while (canRecoverHealth)
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{
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HealthRecovery();
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yield return null;
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@@ -119,149 +121,122 @@ namespace Invector
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protected virtual void HealthRecovery()
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{
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if (!canRecoverHealth||isDead) return;
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if (currentHealthRecoveryDelay > 0)
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currentHealthRecoveryDelay -= Time.deltaTime;
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else
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if (!canRecoverHealth) return;
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if (_currentHealth < maxHealth)
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{
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if (currentHealth > maxHealth)
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currentHealth = maxHealth;
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if (currentHealth < maxHealth)
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currentHealth += healthRecovery * Time.deltaTime;
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_currentHealth += healthRecovery * Time.deltaTime;
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_currentHealth = Mathf.Min(_currentHealth, maxHealth);
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if (onChangeHealth != null) onChangeHealth.Invoke(_currentHealth);
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}
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}
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/// <summary>
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/// Increase or decrease currentHealth (Positive or Negative Values)
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/// </summary>
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/// <param name="value">Value to change</param>
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public virtual void AddHealth(int value)
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{
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currentHealth += value;
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currentHealth = Mathf.Clamp(currentHealth, 0, maxHealth);
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if (!isDead && currentHealth <= 0)
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{
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isDead = true;
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onDead.Invoke(gameObject);
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}
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HandleCheckHealthEvents();
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}
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/// <summary>
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/// Change the currentHealth of Character
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/// </summary>
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/// <param name="value"></param>
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public virtual void ChangeHealth(int value)
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{
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currentHealth = value;
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currentHealth = Mathf.Clamp(currentHealth, 0, maxHealth);
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if (!isDead && currentHealth <= 0)
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{
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isDead = true;
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onDead.Invoke(gameObject);
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}
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HandleCheckHealthEvents();
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}
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/// <summary>
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/// Reset's current health to specific health value
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/// </summary>
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/// <param name="health">target health</param>
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public virtual void AddHealth(int value) { currentHealth += value; }
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public virtual void ChangeHealth(int value) { currentHealth = value; }
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public virtual void ResetHealth(float health)
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{
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currentHealth = health;
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onResetHealth.Invoke();
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if (isDead) isDead = false;
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currentHealth = Mathf.Clamp(health, 0, maxHealth);
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if (onResetHealth != null) onResetHealth.Invoke();
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if (_isDead && _currentHealth > 0) isDead = false;
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}
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/// <summary>
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/// Reset's current health to max health
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/// </summary>
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public virtual void ResetHealth()
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{
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currentHealth = maxHealth;
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onResetHealth.Invoke();
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if (isDead) isDead = false;
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if (onResetHealth != null) onResetHealth.Invoke();
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if (_isDead) isDead = false;
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}
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/// <summary>
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/// Change the MaxHealth of Character
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/// </summary>
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/// <param name="value"></param>
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public virtual void ChangeMaxHealth(int value)
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{
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maxHealth += value;
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if (maxHealth < 0)
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maxHealth = 0;
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if (maxHealth < 0) maxHealth = 0;
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if (_currentHealth > maxHealth) currentHealth = maxHealth;
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}
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/// <summary>
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/// Set a value to HealthRecovery to start recovering health
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/// </summary>
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/// <param name="value"></param>
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public virtual void SetHealthRecovery(float value)
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{
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healthRecovery = value;
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StartCoroutine(RecoverHealth());
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if (!inHealthRecovery && canRecoverHealth && gameObject.activeInHierarchy)
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{
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StartCoroutine(RecoverHealth());
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}
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}
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/// <summary>
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/// Apply Damage to Current Health
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/// </summary>
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/// <param name="damage">damage</param>
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public virtual void TakeDamage(vDamage damage)
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{
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if (damage != null)
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{
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onStartReceiveDamage.Invoke(damage);
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currentHealthRecoveryDelay = currentHealth <= 0 ? 0 : healthRecoveryDelay;
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if (damage != null && !_isDead)
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{
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if (inHealthRecovery)
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{
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StopCoroutine(RecoverHealth());
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inHealthRecovery = false;
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}
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currentHealthRecoveryDelay = healthRecoveryDelay;
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if (currentHealth > 0 && !isImmortal)
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{
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currentHealth -= damage.damageValue;
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// Użyj flagi ignoreAllHitEffects zdefiniowanej w Twoim zmodyfikowanym vDamage.cs
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if (_onStartReceiveDamage != null && !damage.ignoreAllHitEffects)
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{
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_onStartReceiveDamage.Invoke(damage);
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}
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if (_currentHealth > 0 && !isImmortal)
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{
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_currentHealth -= damage.damageValue;
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if (onChangeHealth != null) onChangeHealth.Invoke(_currentHealth);
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}
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// Użyj flagi ignoreAllHitEffects zdefiniowanej w Twoim zmodyfikowanym vDamage.cs
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if (damage.damageValue > 0 && _onReceiveDamage != null && !damage.ignoreAllHitEffects)
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{
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_onReceiveDamage.Invoke(damage);
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}
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if (_currentHealth <= 0 && !_isDead)
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{
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isDead = true;
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}
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if (damage.damageValue > 0)
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onReceiveDamage.Invoke(damage);
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HandleCheckHealthEvents();
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if (!_isDead && healthRecovery > 0 && !inHealthRecovery && gameObject.activeInHierarchy)
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{
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StartCoroutine(RecoverHealth());
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}
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}
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}
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protected virtual void HandleCheckHealthEvents()
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{
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var events = checkHealthEvents.FindAll(e => (e.healthCompare == CheckHealthEvent.HealthCompare.Equals && currentHealth.Equals(e.healthToCheck)) ||
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(e.healthCompare == CheckHealthEvent.HealthCompare.HigherThan && currentHealth > (e.healthToCheck)) ||
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(e.healthCompare == CheckHealthEvent.HealthCompare.LessThan && currentHealth < (e.healthToCheck)));
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for (int i = 0; i < events.Count; i++)
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if (checkHealthEvents == null) return;
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for (int i = 0; i < checkHealthEvents.Count; i++)
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{
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events[i].OnCheckHealth.Invoke();
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var e = checkHealthEvents[i];
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if (e == null || e.OnCheckHealth == null) continue;
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bool conditionMet = false;
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switch (e.healthCompare)
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{
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case CheckHealthEvent.HealthCompare.Equals:
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conditionMet = Mathf.Approximately(_currentHealth, e.healthToCheck);
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break;
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case CheckHealthEvent.HealthCompare.HigherThan:
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conditionMet = _currentHealth > e.healthToCheck;
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break;
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case CheckHealthEvent.HealthCompare.LessThan:
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conditionMet = _currentHealth < e.healthToCheck;
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break;
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}
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if (conditionMet)
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{
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e.OnCheckHealth.Invoke();
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}
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}
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if (currentHealth < maxHealth && this.gameObject.activeInHierarchy && !inHealthRecovery)
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StartCoroutine(RecoverHealth());
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}
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[System.Serializable]
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public class CheckHealthEvent
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{
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public int healthToCheck;
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public float healthToCheck;
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public bool disableEventOnCheck;
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public enum HealthCompare
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{
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Equals,
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HigherThan,
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LessThan
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}
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public enum HealthCompare { Equals, HigherThan, LessThan }
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public HealthCompare healthCompare = HealthCompare.Equals;
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public UnityEngine.Events.UnityEvent OnCheckHealth;
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}
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[System.Serializable]
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public class ValueChangedEvent : UnityEvent<float>
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{
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public UnityEvent OnCheckHealth = new UnityEvent();
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}
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}
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}
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}
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