projectEli/Assets/NeoFPS/Core/Damage/ShieldedArmouredDamageHandler.cs

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2022-11-07 01:28:33 +00:00
using UnityEngine;
namespace NeoFPS
{
[HelpURL("https://docs.neofps.com/manual/healthref-mb-shieldedarmoureddamagehandler.html")]
public class ShieldedArmouredDamageHandler : ArmouredDamageHandler
{
private IShieldManager m_ShieldManager = null;
protected override void Awake()
{
base.Awake();
m_ShieldManager = GetComponentInParent<IShieldManager>();
}
bool GetShieldedDamage(ref float damage, DamageType t)
{
if (m_ShieldManager != null)
damage = m_ShieldManager.GetShieldedDamage(damage, t);
return damage > 0f;
}
public override DamageResult AddDamage(float damage, RaycastHit hit, IDamageSource source)
{
if (GetShieldedDamage(ref damage, source.outDamageFilter.GetDamageType()))
return base.AddDamage(damage, hit, source);
else
return DamageResult.Blocked;
}
public override DamageResult AddDamage(float damage, RaycastHit hit)
{
if (GetShieldedDamage(ref damage, DamageType.Default))
return base.AddDamage(damage, hit);
else
return DamageResult.Blocked;
}
public override DamageResult AddDamage(float damage, IDamageSource source)
{
if (GetShieldedDamage(ref damage, source.outDamageFilter.GetDamageType()))
return base.AddDamage(damage, source);
else
return DamageResult.Blocked;
}
public override DamageResult AddDamage(float damage)
{
if (GetShieldedDamage(ref damage, DamageType.Default))
return base.AddDamage(damage);
else
return DamageResult.Blocked;
}
}
}