Files
beyond/Assets/Scripts/Characters/Skills/MagicAttacks.cs
2026-01-19 14:25:38 +01:00

780 lines
31 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Invector;
using Invector.vCharacterController;
using Invector.vCharacterController.vActions;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.VFX;
using DG.Tweening;
using Invector.vCharacterController.AI.FSMBehaviour;
using Beyond;
namespace Beyond
{
[RequireComponent(typeof(Animator))]
[RequireComponent(typeof(vGenericAnimation))]
public class MagicAttacks : MonoBehaviour
{
public delegate void ActionDelegate();
[Serializable]
public class EffectDesc
{
public string name = "MagicPush";
public string secondaryName = "MagicPush Scroll";
public float delay = 0f;
public float startTime = 0f;
public float endTime = 0f;
public GameObject effectObject;
public string animClipName = "MagicPush";
public ActionDelegate del;
}
[SerializeField] private bEquipArea powersArea;
public List<EffectDesc> m_effects;
public EffectDesc selectedEffect;
public enum EffectType
{ MAGIC_PUSH, FLAME_THROWER, SCAN, NOONE, FIREBALL, SHIELD, SILENT_PEEK };
public EffectType m_selectedType = EffectType.NOONE;
public string currentSelectedSpellName = "";
private int currentSpellFaithCost = int.MaxValue;
private int equipAreaSelectedIndex = 0;
private Coroutine lastPushRoutine = null;
private ParticleSystem flame;
private BoxCollider flameDamager;
private bLockOn lockOn;
private const float fireballAimerThreshold = -1.0f;
private const float fireballAimerHeightAdjuster = 0.1f;
private const float fireballDamagerDuration = 0.3f;
private const float fireballTargetYPositionOffset = 0.75f;
private const int spellLayerIndex = 5;
private EffectDesc shield;
private EffectDesc silentPeek;
private ShieldEffectController shieldEffectController;
private ShieldCollisionController shieldCollisionController;
private bool canPlayNoFaithClip = true;
private bool canPlayCantDoClip = true;
private AutoTargetting _autoTargettingInstance;
public UnityAction<Collider> onHitFireball;
// Animation State
public bool isPlaying;
protected bool triggerOnce;
protected bThirdPersonInput tpInput;
internal bool shieldEffectIsActive;
private bool shieldAnimationIsActive;
[Tooltip("Input to trigger the custom animation")]
public GenericInput actionInput = new GenericInput("L", "L", "L");
[Tooltip("Name of the animation clip")]
public string animationClip;
[Tooltip("Where in the end of the animation will trigger the event OnEndAnimation")]
public float animationEnd = 0.8f;
public UnityEvent OnPlayAnimation;
public UnityEvent OnEndAnimation;
private void Awake()
{
tpInput = GetComponent<bThirdPersonInput>();
lockOn = GetComponent<bLockOn>();
if (Player.Instance != null)
{
_autoTargettingInstance = Player.Instance.AutoTarget;
if (_autoTargettingInstance == null)
{
Debug.LogWarning("MagicAttacks: AutoTargetting component not found on Player.Instance.AutoTarget.");
}
}
EffectDesc mpush = m_effects[(int)EffectType.MAGIC_PUSH];
EffectDesc flameThrowe = m_effects[(int)EffectType.FLAME_THROWER];
EffectDesc scan = m_effects[(int)EffectType.SCAN];
EffectDesc fireball = m_effects[(int)EffectType.FIREBALL];
shield = m_effects[(int)EffectType.SHIELD];
silentPeek = m_effects[(int)EffectType.SILENT_PEEK];
// Setup References
if (shield.effectObject)
{
shieldEffectController = shield.effectObject.GetComponent<ShieldEffectController>();
shieldCollisionController = shield.effectObject.GetComponentInChildren<ShieldCollisionController>();
shield.effectObject.SetActive(false);
}
if (mpush.effectObject != null)
{
mpush.effectObject.SetActive(false);
}
mpush.del = MagicPushAttack;
if (flameThrowe.effectObject)
{
flameThrowe.effectObject.GetComponent<ParticleSystem>().Stop();
var ps = flameThrowe.effectObject.GetComponentsInChildren<ParticleSystem>();
foreach (var p in ps) p.Stop();
flame = flameThrowe.effectObject.GetComponent<ParticleSystem>();
flameDamager = flameThrowe.effectObject.GetComponentInChildren<BoxCollider>();
}
flameThrowe.del = FlameThrowerAttack;
scan.del = Scan;
if (scan.effectObject) scan.effectObject.SetActive(false);
fireball.del = Fireball;
if (fireball.effectObject) fireball.effectObject.SetActive(false);
shield.del = Shield;
silentPeek.del = OnSilentPeek;
}
private void OnDisable()
{
if (shieldAnimationIsActive)
{
DisableShield();
}
}
private void OnEnable()
{
canPlayNoFaithClip = true;
canPlayCantDoClip = true;
}
protected virtual void LateUpdate()
{
TriggerSpellAnimation();
AnimationBehaviour();
}
protected virtual void TriggerSpellAnimation()
{
bool playConditions = !isPlaying && tpInput != null && tpInput.cc != null &&
!(tpInput.cc.customAction || tpInput.cc.IsAnimatorTag("special") || tpInput.cc.IsAnimatorTag("LockMovement"));
if (actionInput.GetButtonDown() && playConditions)
TryToPlaySpellAnimation();
}
// ----------------------------------------------------------------------------------
// CORE CASTING LOGIC (COSTS & BONUSES)
// ----------------------------------------------------------------------------------
public void TryToPlaySpellAnimation()
{
selectedEffect = GetCurrentlySelectedPower();
if (selectedEffect == shield && shieldAnimationIsActive)
{
TryToPlayCantDoThatYetClip();
return;
}
if (Player.Instance == null)
{
Debug.LogError("Player.Instance is null. Cannot cast spell.");
return;
}
// --- 1. CALCULATE FINAL FAITH COST ---
float finalCost = currentSpellFaithCost;
bool isSilentPeek = selectedEffect == m_effects[(int)EffectType.SILENT_PEEK];
// Effect: Bloom (General 20% Reduction)
if (Player.Instance.CurrentTrinketStats.effectBloom)
{
finalCost *= 0.8f;
}
// Effect: Angel Eye (Silent Peek is Free)
if (isSilentPeek && Player.Instance.CurrentTrinketStats.effectAngelEye)
{
finalCost = 0f;
}
// Note: Zora's Focus (effectBreeze) logic for Magic Push cost was removed as requested.
// --- 2. CHECK & CONSUME ---
if (selectedEffect != null && finalCost <= Player.Instance.GetCurrentFaithValue())
{
Player.Instance.UpdateFaithCurrentValue(-finalCost);
// Effect: Growth (Heal on Cast)
if (Player.Instance.CurrentTrinketStats.effectGrowth)
{
int healAmt = Mathf.Max(1, (int)(Player.Instance.MaxHealth * 0.02f));
Player.Instance.ThirdPersonController.ChangeHealth(healAmt);
}
animationClip = selectedEffect.animClipName;
// Snap Rotation
if (_autoTargettingInstance != null && _autoTargettingInstance.CurrentTarget != null)
{
SnapLookTowardsAutoTarget();
}
// Play Animation
if (tpInput != null && tpInput.cc != null && tpInput.cc.animator != null)
{
tpInput.cc.animator.CrossFadeInFixedTime(animationClip, 0.1f);
OnPlayAnimation.Invoke();
triggerOnce = true;
}
else
{
Debug.LogError("Cannot play spell animation: tpInput or its components are null.");
return;
}
// Invoke Logic (Coroutine)
selectedEffect.del?.Invoke();
// Handle Consumables (Scrolls)
if (powersArea.equipSlots[equipAreaSelectedIndex].item.destroyAfterUse)
{
if (selectedEffect == silentPeek)
{
// Logic handled inside coroutine
}
else
{
powersArea.UseItem(powersArea.equipSlots[equipAreaSelectedIndex]);
}
}
}
else if (selectedEffect != null)
{
TryToPlayNoEnoughFaithClip();
}
}
// ----------------------------------------------------------------------------------
// SPELL: MAGIC PUSH
// ----------------------------------------------------------------------------------
public void MagicPushAttack()
{
if (lastPushRoutine != null) StopCoroutine(lastPushRoutine);
lastPushRoutine = StartCoroutine(MagicPushCoroutine());
}
private IEnumerator MagicPushCoroutine()
{
EffectDesc mpush = m_effects[(int)EffectType.MAGIC_PUSH];
yield return TurnTowardTargetCoroutine(mpush.startTime);
// Zora's Focus scaling logic removed from here as requested.
// Magic Push is now standard size.
mpush.effectObject.SetActive(false);
mpush.effectObject.SetActive(true);
// Apply Soulfire Damage
ApplySoulfireDamage(mpush.effectObject);
yield return new WaitForSeconds(mpush.delay);
yield return new WaitForSeconds(mpush.endTime);
mpush.effectObject.SetActive(false);
yield return null;
}
// ----------------------------------------------------------------------------------
// SPELL: FLAME THROWER
// ----------------------------------------------------------------------------------
public void FlameThrowerAttack()
{
StartCoroutine(FlameThrowerhCoroutine());
}
private IEnumerator FlameThrowerhCoroutine()
{
EffectDesc flameThrowe = m_effects[(int)EffectType.FLAME_THROWER];
yield return TurnTowardTargetCoroutine(flameThrowe.startTime);
flameDamager.enabled = true;
ApplySoulfireDamage(flameThrowe.effectObject);
flame.Play();
yield return new WaitForSeconds(flameThrowe.endTime);
flame.Stop();
yield return new WaitForSeconds(flameThrowe.delay);
flameDamager.enabled = false;
yield return null;
}
// ----------------------------------------------------------------------------------
// SPELL: FIREBALL (Soulfire Damage)
// ----------------------------------------------------------------------------------
public void Fireball()
{
StartCoroutine(FireballCoroutine());
}
private IEnumerator FireballCoroutine()
{
EffectDesc fireballDesc = m_effects[(int)EffectType.FIREBALL];
yield return TurnTowardTargetCoroutine(fireballDesc.startTime);
var fireballClone = Instantiate(fireballDesc.effectObject, fireballDesc.effectObject.transform.position, fireballDesc.effectObject.transform.rotation);
fireballClone.SetActive(true);
// Apply Soulfire Damage to the Clone
ApplySoulfireDamage(fireballClone);
RFX4_PhysicsMotion fireballMotionController = fireballClone.GetComponentInChildren<RFX4_PhysicsMotion>();
if (fireballMotionController != null)
{
fireballMotionController.CollisionEnter += EnableBrieflyFireballDamager;
}
vObjectDamage fireballDamageComponent = fireballClone.GetComponentInChildren<vObjectDamage>();
if (fireballDamageComponent != null && onHitFireball != null)
{
fireballDamageComponent.onHit.AddListener(onHitFireball);
}
AimFireball(fireballClone);
Destroy(fireballClone, 10f);
yield return null;
}
// ----------------------------------------------------------------------------------
// SPELL: SHIELD (Calmness)
// ----------------------------------------------------------------------------------
public void Shield()
{
StopCoroutine(nameof(ShieldCoroutine));
StartCoroutine(nameof(ShieldCoroutine));
}
private IEnumerator ShieldCoroutine()
{
shieldAnimationIsActive = true;
yield return new WaitForSeconds(shield.startTime);
shieldEffectIsActive = true;
shieldEffectController.InitializeEffect();
shield.effectObject.SetActive(true);
shieldCollisionController.shieldCollider.enabled = true;
// Effect: Calmness (Shield lasts 50% longer)
float finalDuration = shield.endTime;
if (Player.Instance.CurrentTrinketStats.effectCalmness)
{
finalDuration *= 1.5f;
}
yield return new WaitForSeconds(finalDuration);
shieldEffectController.DisableEffect();
yield return new WaitForSeconds(shield.delay / 2f);
shieldEffectIsActive = false;
shieldCollisionController.shieldCollider.enabled = false;
yield return new WaitForSeconds(shield.delay / 2f);
shield.effectObject.SetActive(false);
shieldAnimationIsActive = false;
}
private void DisableShield()
{
shieldEffectIsActive = false;
if (shieldCollisionController != null && shieldCollisionController.shieldCollider != null)
shieldCollisionController.shieldCollider.enabled = false;
shieldAnimationIsActive = false;
if (shield != null && shield.effectObject != null)
shield.effectObject.SetActive(false);
}
// ----------------------------------------------------------------------------------
// SPELL: SILENT PEEK (Angel Eye & Zora's Focus)
// ----------------------------------------------------------------------------------
[Button]
private void OnSilentPeek()
{
StopCoroutine(nameof(SilentPeekCoroutine));
StartCoroutine(nameof(SilentPeekCoroutine));
}
private IEnumerator SilentPeekCoroutine()
{
EffectDesc peek = m_effects[(int)EffectType.SILENT_PEEK];
yield return new WaitForSeconds(peek.startTime);
// Effect: Zora's Focus (effectBreeze)
// User Note: "enhanced covert gaze radius and length", "keep it in not fully implemented version"
// Implementation: We check the flag, but currently do not apply Radius/Length changes.
if (Player.Instance.CurrentTrinketStats.effectBreeze)
{
// Placeholder for future logic:
// float extendedDuration = peek.endTime * 1.5f;
// float extendedRadius = currentRadius * 1.3f;
}
if (SilentPeekController.instance.IsActive())
{
SilentPeekController.instance.SetActive(false);
}
else
{
if (peek.effectObject != null)
{
peek.effectObject.SetActive(false);
peek.effectObject.SetActive(true);
yield return new WaitForSeconds(peek.delay);
}
SilentPeekController.instance.SetActive(true, powersArea.equipSlots[equipAreaSelectedIndex].item);
}
yield return null;
}
// ----------------------------------------------------------------------------------
// SPELL: SCAN
// ----------------------------------------------------------------------------------
[Button]
public void Scan()
{
StartCoroutine(ScanCoroutine());
}
private IEnumerator ScanCoroutine()
{
EffectDesc scan = m_effects[(int)EffectType.SCAN];
yield return new WaitForSeconds(scan.startTime);
float maxRange = 50f;
float speed = maxRange / (scan.endTime - scan.startTime);
int mask = 1 << LayerMask.NameToLayer("Triggers") | 1 << LayerMask.NameToLayer("HiddenObject");
if (scan.effectObject)
{
scan.effectObject.SetActive(true);
VisualEffect effect = scan.effectObject.GetComponent<VisualEffect>();
effect.Play();
}
float waveEffectTimer = 0f;
float waveEffectDuration = scan.endTime - scan.startTime;
while (waveEffectTimer < waveEffectDuration)
{
Shader.SetGlobalFloat("_WaveTime", speed * waveEffectTimer);
waveEffectTimer += Time.deltaTime;
yield return null;
}
Shader.SetGlobalFloat("_WaveTime", 0f);
var colliders = Physics.OverlapSphere(transform.position, maxRange, mask);
foreach (var c in colliders)
{
var h = c.gameObject.GetComponent<IScannable>();
if (h != null) h.OnScanned();
}
if (scan.effectObject) scan.effectObject.SetActive(false);
yield return null;
}
// ----------------------------------------------------------------------------------
// HELPERS
// ----------------------------------------------------------------------------------
// Applies Trinket Damage Multiplier (Soulfire) to any vObjectDamage found on object
private void ApplySoulfireDamage(GameObject obj)
{
if (obj == null) return;
var damageComps = obj.GetComponentsInChildren<vObjectDamage>();
float mult = Player.Instance.CurrentTrinketStats.soulfireDamageMult;
// Only apply if multiplier is significant
if (Mathf.Abs(mult - 1f) > 0.01f)
{
foreach (var comp in damageComps)
{
comp.damage.damageValue = Mathf.RoundToInt(comp.damage.damageValue * mult);
}
}
}
public EffectDesc GetCurrentlySelectedPower()
{
if (powersArea == null || equipAreaSelectedIndex < 0 || equipAreaSelectedIndex >= powersArea.equipSlots.Count ||
powersArea.equipSlots[equipAreaSelectedIndex] == null || powersArea.equipSlots[equipAreaSelectedIndex].item == null)
{
currentSpellFaithCost = int.MaxValue;
currentSelectedSpellName = "";
return null;
}
bItem selectedSpellItem = powersArea.equipSlots[equipAreaSelectedIndex].item;
currentSelectedSpellName = selectedSpellItem.name;
currentSpellFaithCost = selectedSpellItem.GetItemAttribute(bItemAttributes.Faith).value;
return m_effects.Find(effect => effect.name == selectedSpellItem.name || effect.secondaryName == selectedSpellItem.name);
}
public void SelectPowerBasedOnArea(int newIndex)
{
equipAreaSelectedIndex = newIndex;
selectedEffect = GetCurrentlySelectedPower();
}
private void TryToPlayCantDoThatYetClip()
{
if (!canPlayCantDoClip) return;
canPlayCantDoClip = false;
DOVirtual.DelayedCall(1f, () => canPlayCantDoClip = true);
var text = "Spell is already active";
if (bItemCollectionDisplay.Instance != null)
bItemCollectionDisplay.Instance.FadeText(text, 4, 0.25f);
if (Player.Instance != null)
Player.Instance.PlayICantDoThatYet();
}
private void TryToPlayNoEnoughFaithClip()
{
if (!canPlayNoFaithClip) return;
canPlayNoFaithClip = false;
DOVirtual.DelayedCall(1.5f, () => canPlayNoFaithClip = true);
var text = "Not enough Faith";
if (bItemCollectionDisplay.Instance != null)
bItemCollectionDisplay.Instance.FadeText(text, 4, 0.25f);
if (Player.Instance != null)
Player.Instance.PlayNoFaithClip();
}
protected virtual void AnimationBehaviour()
{
if (tpInput == null || tpInput.cc == null || tpInput.cc.animator == null || string.IsNullOrEmpty(animationClip))
{
isPlaying = false;
return;
}
isPlaying = tpInput.cc.animator.GetCurrentAnimatorStateInfo(spellLayerIndex).IsName(animationClip) ||
tpInput.cc.animator.GetNextAnimatorStateInfo(spellLayerIndex).IsName(animationClip);
if (isPlaying)
{
if (tpInput.cc.animator.GetCurrentAnimatorStateInfo(spellLayerIndex).IsName(animationClip) &&
tpInput.cc.animator.GetCurrentAnimatorStateInfo(spellLayerIndex).normalizedTime >= animationEnd)
{
if (triggerOnce)
{
triggerOnce = false;
OnEndAnimation.Invoke();
}
}
}
else
{
if (triggerOnce) triggerOnce = false;
}
}
private IEnumerator TurnTowardTargetCoroutine(float maxDuration)
{
if (_autoTargettingInstance == null || _autoTargettingInstance.CurrentTarget == null)
{
if (maxDuration > 0) yield return new WaitForSeconds(maxDuration);
yield break;
}
float timeElapsed = 0;
while (timeElapsed < maxDuration)
{
if (_autoTargettingInstance.CurrentTarget != null)
{
vFSMBehaviourController currentTarget = _autoTargettingInstance.CurrentTarget;
Transform playerTransform = transform;
float distSqr = (currentTarget.transform.position - playerTransform.position).sqrMagnitude;
if (distSqr <= _autoTargettingInstance.maxTargetingDistance * _autoTargettingInstance.maxTargetingDistance)
{
if (_autoTargettingInstance.IsTargetInAngle(playerTransform, currentTarget, _autoTargettingInstance.targetingAngleThreshold))
{
Vector3 directionToTarget = currentTarget.transform.position - playerTransform.position;
directionToTarget.y = 0f;
if (directionToTarget.sqrMagnitude > 0.0001f)
{
Quaternion targetRotation = Quaternion.LookRotation(directionToTarget.normalized);
playerTransform.rotation = Quaternion.RotateTowards(playerTransform.rotation, targetRotation, Time.deltaTime * _autoTargettingInstance.playerRotationSpeed);
}
}
}
}
else
{
yield break;
}
timeElapsed += Time.deltaTime;
yield return null;
}
}
private void SnapLookTowardsAutoTarget()
{
if (_autoTargettingInstance == null || _autoTargettingInstance.CurrentTarget == null) return;
vFSMBehaviourController currentTarget = _autoTargettingInstance.CurrentTarget;
Transform playerTransform = transform;
float distSqr = (currentTarget.transform.position - playerTransform.position).sqrMagnitude;
if (distSqr > _autoTargettingInstance.maxTargetingDistance * _autoTargettingInstance.maxTargetingDistance) return;
if (!_autoTargettingInstance.IsTargetInAngle(playerTransform, currentTarget, _autoTargettingInstance.targetingAngleThreshold)) return;
Vector3 directionToTarget = currentTarget.transform.position - playerTransform.position;
directionToTarget.y = 0f;
if (directionToTarget.sqrMagnitude > 0.0001f)
{
playerTransform.rotation = Quaternion.LookRotation(directionToTarget.normalized);
}
}
private void AimFireball(GameObject fireballClone)
{
Vector3 aimDirection = transform.forward;
if (_autoTargettingInstance != null && _autoTargettingInstance.CurrentTarget != null)
{
vFSMBehaviourController autoTarget = _autoTargettingInstance.CurrentTarget;
Transform playerTransform = transform;
float distSqrToAutoTarget = (autoTarget.transform.position - playerTransform.position).sqrMagnitude;
if (distSqrToAutoTarget <= _autoTargettingInstance.maxTargetingDistance * _autoTargettingInstance.maxTargetingDistance &&
_autoTargettingInstance.IsTargetInAngle(playerTransform, autoTarget, _autoTargettingInstance.targetingAngleThreshold))
{
Vector3 targetPosition = autoTarget.transform.position;
targetPosition.y += fireballTargetYPositionOffset;
aimDirection = (targetPosition - fireballClone.transform.position).normalized;
}
}
if (aimDirection == transform.forward && lockOn != null && lockOn.isLockingOn && lockOn.currentTarget != null)
{
Vector3 targetPosition = lockOn.currentTarget.position;
targetPosition.y += fireballTargetYPositionOffset;
aimDirection = (targetPosition - fireballClone.transform.position).normalized;
}
else if (aimDirection == transform.forward && lockOn != null)
{
List<Transform> closeEnemies = lockOn.GetNearbyTargets();
if (closeEnemies.Count > 0)
{
Transform bestFallbackTarget = null;
float minAngle = float.MaxValue;
foreach (var enemyTransform in closeEnemies)
{
Vector3 directionToEnemyFromPlayer = (enemyTransform.position - transform.position).normalized;
float angleToEnemy = Vector3.Angle(transform.forward, directionToEnemyFromPlayer);
if (Vector3.Dot(transform.forward, directionToEnemyFromPlayer) > fireballAimerThreshold)
{
if (angleToEnemy < minAngle)
{
minAngle = angleToEnemy;
bestFallbackTarget = enemyTransform;
}
}
}
if (bestFallbackTarget != null)
{
Vector3 targetPosition = bestFallbackTarget.position;
targetPosition.y += fireballTargetYPositionOffset;
aimDirection = (targetPosition - fireballClone.transform.position).normalized;
}
}
}
Vector3 finalAimDirection = new Vector3(aimDirection.x, aimDirection.y + fireballAimerHeightAdjuster, aimDirection.z);
if (finalAimDirection.sqrMagnitude > 0.001f)
{
fireballClone.transform.rotation = Quaternion.LookRotation(finalAimDirection.normalized);
}
}
private void EnableBrieflyFireballDamager(object sender, RFX4_PhysicsMotion.RFX4_CollisionInfo e)
{
RFX4_PhysicsMotion rFX4_PhysicsMotion = (RFX4_PhysicsMotion)sender;
CapsuleCollider collider = rFX4_PhysicsMotion.GetComponentInChildren<CapsuleCollider>();
if (collider != null) StartCoroutine(EnableBrieflyFireballDamagerCoroutine(collider));
}
private IEnumerator EnableBrieflyFireballDamagerCoroutine(CapsuleCollider collider)
{
collider.enabled = true;
yield return new WaitForSeconds(fireballDamagerDuration);
collider.enabled = false;
}
//placeholder for future methods related to magic attacks
/// <summary>
/// Spells call this to rotate the player before firing
/// </summary>
public IEnumerator RotateTowardsTargetRoutine(Transform target, float duration)
{
if (target == null || duration <= 0) yield break;
float timer = 0f;
while (timer < duration)
{
if (target == null) yield break;
Vector3 dir = (target.position - transform.position);
dir.y = 0;
if (dir.sqrMagnitude > 0.01f)
{
Quaternion look = Quaternion.LookRotation(dir);
transform.rotation = Quaternion.RotateTowards(transform.rotation, look, Time.deltaTime * 500f); // Fast rotation
}
timer += Time.deltaTime;
yield return null;
}
}
/// <summary>
/// Helper to apply Trinket damage (Soulfire) to an object
/// </summary>
public void ApplyDamageModifiers(GameObject spellObject)
{
float mult = Player.Instance.CurrentTrinketStats.soulfireDamageMult;
if (Mathf.Abs(mult - 1f) < 0.01f) return;
var damages = spellObject.GetComponentsInChildren<Invector.vObjectDamage>();
foreach (var d in damages)
{
d.damage.damageValue = Mathf.RoundToInt(d.damage.damageValue * mult);
}
}
public bItem GetEquippedSpellItem()
{
if (powersArea != null && powersArea.equipSlots.Count > 0)
{
// Assuming the logic uses the current selection
// If powersArea tracks selection internally, use powersArea.currentEquippedItem
return powersArea.currentEquippedItem;
}
return null;
}
}
}