mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-30 00:48:00 +01:00
647 lines
16 KiB
C#
647 lines
16 KiB
C#
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using Fie.Manager;
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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 UnityEngine;
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namespace Fie.Object
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{
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public class FieDamageSystem : MonoBehaviour
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{
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public struct DamageMagniContainer
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{
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public int abilityID;
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public float magni;
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public DamageMagniContainer(int abilityID, float magni)
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{
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this.abilityID = abilityID;
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this.magni = magni;
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}
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}
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public delegate void ReviveDelegate();
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public delegate void DeathDelegate(FieGameCharacter killer, FieDamage damage);
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public delegate void StaggerDelegate(FieDamage damage);
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public delegate bool DamageCheckDelegate(FieGameCharacter attacker, FieDamage damage);
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public delegate void BeforeDamageDelegate(FieGameCharacter attacker, ref FieDamage damage);
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public delegate void DamageDelegate(FieGameCharacter attacker, FieDamage damage);
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public delegate void StatusEffectDelegate(FieStatusEffectEntityBase statusEffect, FieGameCharacter attacker, FieDamage damage);
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public const float HITPOINT_GATE_RATE = 0.05f;
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public const float HITPOINT_GATE_DELAY = 12f;
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public const float HITPOINT_GATE_IMMUNITY_SEC = 0.3f;
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public const float SHIELD_GATE_DELAY = 8f;
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public const float DEFAULT_DYING_SEC = 12f;
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public const float DEFAULT_REVIVE_SEC = 3f;
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private Dictionary<Type, StatusEffectDelegate> _statusEffectCallbacks = new Dictionary<Type, StatusEffectDelegate>();
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private FieGameCharacter _ownerCharacter;
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private FieGameCharacter _latestPerpetrator;
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private FieDamage _latestDamage;
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private FieHealthStats _healthStats = new FieHealthStats();
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private FieHealthStats _healthStatsSandbox = new FieHealthStats();
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private bool _isDead;
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private float _dyingCount;
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private float _reviveCount;
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private float _currentRegenerateDelay;
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private float _hitPointGateDelay;
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private float _hitPointGateImunitySec;
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private float _shieldGateDelay;
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private bool _isEnableRegenerate = true;
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private bool _isEnableHitPointGate = true;
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private bool _isEnableShieldGate = true;
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private bool _isEnableHealthImmunity;
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private bool _isEnableStaggerImmunity;
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private bool _revivable;
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private float _dyingNeedSec = 12f;
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private float _reviveNeedSec = 3f;
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private Dictionary<int, Queue<DamageMagniContainer>> _attackMagniStack = new Dictionary<int, Queue<DamageMagniContainer>>();
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private Dictionary<int, Queue<float>> _defenceMagniStack = new Dictionary<int, Queue<float>>();
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private Dictionary<FieGameCharacter, float> _takenDamages = new Dictionary<FieGameCharacter, float>();
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private FieHealthStats healthStats
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{
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get
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{
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if (_ownerCharacter == null || _ownerCharacter.photonView == null || !_ownerCharacter.photonView.isMine)
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{
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return _healthStatsSandbox;
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}
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return _healthStats;
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}
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}
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public bool isEnableRegenerate
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{
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get
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{
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return _isEnableRegenerate;
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}
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set
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{
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_isEnableRegenerate = value;
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}
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}
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public bool isEnableHitPointGate
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{
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get
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{
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return _isEnableHitPointGate;
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}
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set
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{
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_isEnableHitPointGate = value;
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}
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}
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public bool isEnableShieldGate
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{
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get
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{
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return _isEnableShieldGate;
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}
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set
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{
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_isEnableShieldGate = value;
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}
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}
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public bool isEnableHealthImmunity
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{
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get
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{
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return _isEnableHealthImmunity;
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}
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set
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{
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_isEnableHealthImmunity = value;
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}
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}
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public bool isEnableStaggerImmunity
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{
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get
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{
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return _isEnableStaggerImmunity;
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}
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set
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{
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_isEnableStaggerImmunity = value;
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}
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}
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public float dyingNeedSec
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{
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get
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{
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return _dyingNeedSec;
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}
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set
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{
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_dyingNeedSec = Mathf.Max(value, 0f);
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}
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}
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public float reviveNeedSec
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{
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get
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{
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return _reviveNeedSec;
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}
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set
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{
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_reviveNeedSec = Mathf.Max(value, 0f);
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}
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}
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public bool isDying
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{
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get
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{
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if (healthStats == null)
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{
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return true;
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}
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return healthStats.hitPoint <= 0f;
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}
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}
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public bool isDead => _isDead;
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public bool revivable
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{
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get
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{
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return _revivable;
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}
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set
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{
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if (_revivable != value)
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{
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_reviveCount = 0f;
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_revivable = value;
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}
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}
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}
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public Dictionary<FieGameCharacter, float> takenDamage => _takenDamages;
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public event DeathDelegate deathEvent;
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public event ReviveDelegate reviveEvent;
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public event StaggerDelegate staggerEvent;
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public event DamageCheckDelegate damageCheckEvent;
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public event BeforeDamageDelegate beforeDamageEvent;
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public event DamageDelegate damagedEvent;
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private IEnumerator addAttackMagniStackCoroutine(int skillID, int abilityID, float magni, float duration, bool isEnableStack = false)
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{
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if (!_attackMagniStack.ContainsKey(skillID) || _attackMagniStack[skillID] == null)
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{
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_attackMagniStack[skillID] = new Queue<DamageMagniContainer>();
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}
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int stackedCount = _attackMagniStack[skillID].Count;
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if (stackedCount > 0 && !isEnableStack)
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{
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if (stackedCount == 1)
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{
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_attackMagniStack[skillID].Dequeue();
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}
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else
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{
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_attackMagniStack[skillID].Clear();
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}
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}
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_attackMagniStack[skillID].Enqueue(new DamageMagniContainer(abilityID, magni));
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yield return (object)new WaitForSeconds(duration);
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/*Error: Unable to find new state assignment for yield return*/;
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}
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private IEnumerator addDefenceMagniStackCoroutine(int skillID, float magni, float duration, bool isEnableStack = false)
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{
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if (!_defenceMagniStack.ContainsKey(skillID) || _defenceMagniStack[skillID] == null)
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{
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_defenceMagniStack[skillID] = new Queue<float>();
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}
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int stackedCount = _defenceMagniStack[skillID].Count;
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if (stackedCount > 0 && !isEnableStack)
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{
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if (stackedCount == 1)
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{
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_defenceMagniStack[skillID].Dequeue();
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}
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else
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{
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_defenceMagniStack[skillID].Clear();
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}
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}
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_defenceMagniStack[skillID].Enqueue(magni);
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yield return (object)new WaitForSeconds(duration);
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/*Error: Unable to find new state assignment for yield return*/;
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}
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public void AddAttackMagni(int skillID, float magni, float duration, int abilityID = -1, bool isEnableStack = false)
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{
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StartCoroutine(addAttackMagniStackCoroutine(skillID, abilityID, magni, duration, isEnableStack));
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}
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public void AddDefenceMagni(int skillID, float magni, float duration, bool isEnableStack = false)
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{
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StartCoroutine(addDefenceMagniStackCoroutine(skillID, magni, duration, isEnableStack));
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}
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public float GetAttackMagni(int abilityID = -1)
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{
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float num = 0f;
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if (_attackMagniStack == null || _attackMagniStack.Count <= 0)
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{
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return num;
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}
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foreach (KeyValuePair<int, Queue<DamageMagniContainer>> item in _attackMagniStack)
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{
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if (item.Value != null && item.Value.Count > 0)
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{
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foreach (DamageMagniContainer item2 in item.Value)
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{
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DamageMagniContainer current2 = item2;
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if (current2.abilityID == abilityID || current2.abilityID == -1)
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{
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num += current2.magni;
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}
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}
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}
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}
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return num;
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}
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public float GetDeffenceMagni()
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{
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float num = 0f;
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if (_defenceMagniStack == null || _defenceMagniStack.Count <= 0)
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{
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return num;
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}
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foreach (KeyValuePair<int, Queue<float>> item in _defenceMagniStack)
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{
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if (item.Value != null && item.Value.Count > 0)
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{
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foreach (float item2 in item.Value)
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{
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num += item2;
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}
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}
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}
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return num;
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}
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public void Regen(float regenPoint)
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{
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if (healthStats.shield <= 0f)
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{
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float num = Mathf.Clamp(healthStats.hitPoint + regenPoint, 0f, healthStats.maxHitPoint);
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regenPoint -= num - healthStats.hitPoint;
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healthStats.hitPoint = num;
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}
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healthStats.shield = Mathf.Clamp(healthStats.shield + regenPoint, 0f, healthStats.maxShield);
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}
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public void initHealthSystem(FieGameCharacter ownerCharacter, ref FieHealthStats parameters)
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{
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_ownerCharacter = ownerCharacter;
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_healthStats = parameters;
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resetHealthSystem();
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}
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public void resetHealthSystem()
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{
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healthStats.hitPoint = healthStats.maxHitPoint;
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healthStats.shield = healthStats.maxShield;
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_isEnableRegenerate = true;
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_isEnableHitPointGate = true;
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_isEnableShieldGate = true;
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_isEnableHealthImmunity = false;
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_isEnableStaggerImmunity = false;
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_revivable = false;
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_isDead = false;
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_dyingCount = 0f;
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_reviveCount = 0f;
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_currentRegenerateDelay = 0f;
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_hitPointGateDelay = 0f;
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_hitPointGateImunitySec = 0f;
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_shieldGateDelay = 0f;
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_dyingNeedSec = 12f;
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_reviveNeedSec = 3f;
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}
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public void calcHitPoitDirect(float additionalHitpoint)
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{
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if (!(_ownerCharacter.photonView != null) || _ownerCharacter.photonView.isMine)
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{
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healthStats.hitPoint += additionalHitpoint;
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healthStats.hitPoint = Mathf.Max(Mathf.Min(healthStats.hitPoint, healthStats.maxHitPoint), 0f);
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}
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}
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public void calcShieldDirect(float additionalShield)
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{
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if (!(_ownerCharacter.photonView != null) || _ownerCharacter.photonView.isMine)
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{
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healthStats.shield += additionalShield;
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healthStats.shield = Mathf.Max(Mathf.Min(healthStats.shield, healthStats.maxShield), 0f);
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}
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}
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public void setRegenerateDelay(float delayTime, bool roundToBigger = false)
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{
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if (!roundToBigger || !(delayTime < _currentRegenerateDelay))
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{
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_currentRegenerateDelay = Mathf.Max(delayTime, 0f);
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}
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}
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public void ResetStaggerEvent()
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{
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this.staggerEvent = null;
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}
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public void updateHealthSystem(float time)
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{
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if (isDying)
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{
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if (!_isDead)
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{
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_isDead = true;
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if (this.deathEvent != null)
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{
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this.deathEvent(_latestPerpetrator, _latestDamage);
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}
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}
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}
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else
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{
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if (healthStats.stagger > 0f)
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{
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healthStats.stagger -= healthStats.staggerResistance * healthStats.staggerAttenuationPerSec * time;
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healthStats.stagger = Mathf.Max(healthStats.stagger, 0f);
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}
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if (_hitPointGateImunitySec > 0f)
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{
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_hitPointGateImunitySec -= time;
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}
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if (_hitPointGateDelay > 0f)
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{
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_hitPointGateDelay -= time;
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}
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if (_shieldGateDelay > 0f)
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{
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_shieldGateDelay -= time;
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}
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if (_currentRegenerateDelay > 0f)
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{
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_currentRegenerateDelay -= time;
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}
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else if (_isEnableRegenerate)
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{
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if (healthStats.hitPoint < healthStats.maxHitPoint)
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{
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healthStats.hitPoint += healthStats.maxHitPoint * healthStats.hitPointRegeneratePerSec * time;
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}
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if (healthStats.hitPoint >= healthStats.maxHitPoint && healthStats.shield < healthStats.maxShield)
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{
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healthStats.shield += healthStats.maxShield * healthStats.shieldRegeneratePerSec * time;
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}
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healthStats.hitPoint = Mathf.Min(healthStats.hitPoint, healthStats.maxHitPoint);
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healthStats.shield = Mathf.Min(healthStats.shield, healthStats.maxShield);
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}
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}
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}
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public FieDamageSystem addDamage(FieGameCharacter attacker, FieDamage damageObject, bool isPenetration = false)
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{
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if (damageObject == null)
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{
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return this;
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}
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bool flag = false;
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if (this.damageCheckEvent != null && !this.damageCheckEvent(attacker, damageObject))
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{
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return this;
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}
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if (damageObject.statusEffects != null)
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{
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foreach (FieStatusEffectEntityBase statusEffect in damageObject.statusEffects)
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{
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flag |= statusEffect.ApplyStatusEffect(this, attacker, damageObject);
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}
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}
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if (flag)
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{
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return this;
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}
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damageObject.damage *= Mathf.Max(0f, 1f - GetDeffenceMagni());
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if (this.beforeDamageEvent != null)
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{
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|
this.beforeDamageEvent(attacker, ref damageObject);
|
||
|
}
|
||
|
healthStats.stagger += damageObject.stagger;
|
||
|
if (_healthStats.stagger >= _healthStats.staggerResistance && !isEnableStaggerImmunity)
|
||
|
{
|
||
|
if (this.staggerEvent != null)
|
||
|
{
|
||
|
this.staggerEvent(damageObject);
|
||
|
}
|
||
|
healthStats.stagger = 0f;
|
||
|
}
|
||
|
if (damageObject.damage > 0f && !isEnableHealthImmunity)
|
||
|
{
|
||
|
float num = damageObject.damage + damageObject.damage * (((UnityEngine.Random.Range(0, 100) < 50) ? (-1f) : 1f) * UnityEngine.Random.Range(0f, damageObject.fluctuatingRate));
|
||
|
damageObject.finallyDamage = 0f;
|
||
|
bool flag2 = false;
|
||
|
if (_healthStats.shield > 0f)
|
||
|
{
|
||
|
float num2 = 1f;
|
||
|
switch (damageObject.attribute)
|
||
|
{
|
||
|
case FieAttribute.MAGIC:
|
||
|
if (_healthStats.shieldType == FieAttribute.WING)
|
||
|
{
|
||
|
num2 += _healthStats.weakAttributeDamageMagnify;
|
||
|
damageObject.attributeDamageState = FieDamage.FieAttributeDamageState.EFFECTIVE;
|
||
|
}
|
||
|
else if (_healthStats.shieldType == FieAttribute.EARTH)
|
||
|
{
|
||
|
num2 += _healthStats.strongAttributeDamageMagnify;
|
||
|
damageObject.attributeDamageState = FieDamage.FieAttributeDamageState.NONEFFECTIVE;
|
||
|
}
|
||
|
break;
|
||
|
case FieAttribute.WING:
|
||
|
if (_healthStats.shieldType == FieAttribute.EARTH)
|
||
|
{
|
||
|
num2 += _healthStats.weakAttributeDamageMagnify;
|
||
|
damageObject.attributeDamageState = FieDamage.FieAttributeDamageState.EFFECTIVE;
|
||
|
}
|
||
|
else if (_healthStats.shieldType == FieAttribute.MAGIC)
|
||
|
{
|
||
|
num2 += _healthStats.strongAttributeDamageMagnify;
|
||
|
damageObject.attributeDamageState = FieDamage.FieAttributeDamageState.NONEFFECTIVE;
|
||
|
}
|
||
|
break;
|
||
|
case FieAttribute.EARTH:
|
||
|
if (_healthStats.shieldType == FieAttribute.MAGIC)
|
||
|
{
|
||
|
damageObject.attributeDamageState = FieDamage.FieAttributeDamageState.EFFECTIVE;
|
||
|
num2 += _healthStats.weakAttributeDamageMagnify;
|
||
|
}
|
||
|
else if (_healthStats.shieldType == FieAttribute.WING)
|
||
|
{
|
||
|
num2 += _healthStats.strongAttributeDamageMagnify;
|
||
|
damageObject.attributeDamageState = FieDamage.FieAttributeDamageState.NONEFFECTIVE;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
num = damageObject.damage * num2;
|
||
|
float num3 = Mathf.Max(_healthStats.shield - num, 0f);
|
||
|
if (num3 <= 0f)
|
||
|
{
|
||
|
num = Mathf.Abs(_healthStats.shield - num);
|
||
|
flag2 = true;
|
||
|
}
|
||
|
if (_isEnableShieldGate && _shieldGateDelay <= 0f && !isPenetration && FieManagerBehaviour<FieEnvironmentManager>.I.currentDifficulty < FieEnvironmentManager.Difficulty.NIGHTMARE)
|
||
|
{
|
||
|
flag2 = false;
|
||
|
if (num3 <= 0f)
|
||
|
{
|
||
|
_shieldGateDelay = 8f;
|
||
|
}
|
||
|
}
|
||
|
float shield = _healthStats.shield;
|
||
|
healthStats.shield = num3;
|
||
|
damageObject.finallyDamage += shield - healthStats.shield;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
flag2 = true;
|
||
|
}
|
||
|
if (flag2 && num > 0f)
|
||
|
{
|
||
|
float hitPoint = _healthStats.hitPoint;
|
||
|
float num4 = hitPoint;
|
||
|
if (_isEnableHitPointGate && !isPenetration && FieManagerBehaviour<FieEnvironmentManager>.I.currentDifficulty != FieEnvironmentManager.Difficulty.CHAOS)
|
||
|
{
|
||
|
if (_hitPointGateDelay <= 0f && _healthStats.hitPoint - num <= _healthStats.maxHitPoint * 0.05f)
|
||
|
{
|
||
|
_hitPointGateImunitySec = 0.3f;
|
||
|
_hitPointGateDelay = 12f;
|
||
|
}
|
||
|
float b = (!(_hitPointGateImunitySec > 0f)) ? 0f : (_healthStats.maxHitPoint * 0.05f);
|
||
|
healthStats.hitPoint = Mathf.Max(_healthStats.hitPoint - num, b);
|
||
|
num4 = healthStats.hitPoint;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
num4 = _healthStats.hitPoint - num;
|
||
|
healthStats.hitPoint = Mathf.Max(_healthStats.hitPoint - num, 0f);
|
||
|
}
|
||
|
damageObject.finallyDamage += hitPoint - num4;
|
||
|
}
|
||
|
_currentRegenerateDelay = _healthStats.regenerateDelay;
|
||
|
}
|
||
|
if (this.damagedEvent != null)
|
||
|
{
|
||
|
this.damagedEvent(attacker, damageObject);
|
||
|
}
|
||
|
if (attacker != null && damageObject.finallyDamage > 0f)
|
||
|
{
|
||
|
_latestPerpetrator = attacker;
|
||
|
if (!_takenDamages.ContainsKey(attacker))
|
||
|
{
|
||
|
_takenDamages[attacker] = 0f;
|
||
|
}
|
||
|
Dictionary<FieGameCharacter, float> takenDamages;
|
||
|
FieGameCharacter key;
|
||
|
(takenDamages = _takenDamages)[key = attacker] = takenDamages[key] + damageObject.finallyDamage;
|
||
|
}
|
||
|
if (damageObject != null)
|
||
|
{
|
||
|
_latestDamage = damageObject;
|
||
|
}
|
||
|
return this;
|
||
|
}
|
||
|
|
||
|
public void addStatusEffectCallback<T>(StatusEffectDelegate callback) where T : FieStatusEffectEntityBase
|
||
|
{
|
||
|
_statusEffectCallbacks[typeof(T)] = callback;
|
||
|
}
|
||
|
|
||
|
public void applyStatusEffectCallback<T>(T statusEffectObject, FieGameCharacter attacker, FieDamage damage) where T : FieStatusEffectEntityBase
|
||
|
{
|
||
|
if (statusEffectObject != null)
|
||
|
{
|
||
|
Type type = statusEffectObject.GetType();
|
||
|
if (_statusEffectCallbacks.ContainsKey(type) && _statusEffectCallbacks[type] != null)
|
||
|
{
|
||
|
_statusEffectCallbacks[type](statusEffectObject, attacker, damage);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void Heal(float healingRate)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
private void initializeByRevive()
|
||
|
{
|
||
|
healthStats.hitPoint = healthStats.maxHitPoint;
|
||
|
healthStats.shield = 0f;
|
||
|
_isDead = false;
|
||
|
_revivable = false;
|
||
|
_reviveCount = 0f;
|
||
|
_dyingCount = 0f;
|
||
|
_currentRegenerateDelay = healthStats.regenerateDelay;
|
||
|
_hitPointGateDelay = 0f;
|
||
|
_hitPointGateImunitySec = 0f;
|
||
|
}
|
||
|
}
|
||
|
}
|