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

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2022-11-07 01:28:33 +00:00
using System;
using UnityEngine;
using UnityEngine.Events;
namespace NeoFPS
{
[HelpURL("https://docs.neofps.com/manual/healthref-mb-eventdamagehandler.html")]
public class EventDamageHandler : MonoBehaviour, IDamageHandler
{
[SerializeField, Tooltip("The value to multiply any incoming damage by. Use to reduce damage to areas like feet, or raise it for areas like the head.")]
private float m_Multiplier = 1f;
[SerializeField, Tooltip("Does the damage count as critical. Used to change the feedback for the damage taker and dealer.")]
private bool m_Critical = false;
[SerializeField, Tooltip("An event that is invoked when damage is taken.")]
private DamageEvent m_OnDamage = new DamageEvent();
[Serializable]
public class DamageEvent : UnityEvent<float, Vector3, bool>
{
}
private Transform m_LocalTransform;
private IHealthManager m_HealthManager;
#if UNITY_EDITOR
void OnValidate()
{
if (m_Multiplier < 0f)
m_Multiplier = 0f;
}
#endif
void Awake()
{
m_LocalTransform = transform;
m_HealthManager = GetComponentInParent<IHealthManager>();
}
#region IDamageHandler implementation
private DamageFilter m_InDamageFilter = DamageFilter.AllDamageAllTeams;
public DamageFilter inDamageFilter
{
get { return m_InDamageFilter; }
set { m_InDamageFilter = value; }
}
public DamageResult AddDamage(float damage)
{
if (m_Multiplier > 0f)
{
damage *= m_Multiplier;
if (m_HealthManager != null)
m_HealthManager.AddDamage(damage, m_Critical);
// Invoke event
m_OnDamage.Invoke(damage, Vector3.zero, m_Critical);
return m_Critical ? DamageResult.Critical : DamageResult.Standard;
}
else
return DamageResult.Ignored;
}
public DamageResult AddDamage(float damage, IDamageSource source)
{
// Apply damage
if (m_Multiplier > 0f && CheckDamageCollision(source))
{
damage *= m_Multiplier;
if (m_HealthManager != null)
m_HealthManager.AddDamage(damage, m_Critical);
// Get hit direction
Vector3 direction = Vector3.zero;
if (source != null && source.damageSourceTransform != null)
direction = Vector3.Normalize(m_LocalTransform.position - source.damageSourceTransform.position);
// Invoke event
m_OnDamage.Invoke(damage, direction, m_Critical);
// Report damage dealt
if (damage > 0f && source != null && source.controller != null)
source.controller.currentCharacter.ReportTargetHit(m_Critical);
return m_Critical ? DamageResult.Critical : DamageResult.Standard;
}
else
return DamageResult.Ignored;
}
public DamageResult AddDamage(float damage, RaycastHit hit)
{
if (m_Multiplier > 0f)
{
damage *= m_Multiplier;
if (m_HealthManager != null)
m_HealthManager.AddDamage(damage, m_Critical, hit);
// Invoke event
m_OnDamage.Invoke(damage, Vector3.zero, m_Critical);
return m_Critical ? DamageResult.Critical : DamageResult.Standard;
}
else
return DamageResult.Ignored;
}
public DamageResult AddDamage(float damage, RaycastHit hit, IDamageSource source)
{
// Apply damage
if (m_Multiplier > 0f && CheckDamageCollision(source))
{
damage *= m_Multiplier;
if (m_HealthManager != null)
m_HealthManager.AddDamage(damage, m_Critical, hit);
// Get hit direction
Vector3 direction = Vector3.zero;
if (source != null && source.damageSourceTransform != null)
direction = Vector3.Normalize(m_LocalTransform.position - source.damageSourceTransform.position);
// Invoke event
m_OnDamage.Invoke(damage, direction, m_Critical);
// Report damage dealt
if (damage > 0f && source != null && source.controller != null)
source.controller.currentCharacter.ReportTargetHit(m_Critical);
return m_Critical ? DamageResult.Critical : DamageResult.Standard;
}
else
return DamageResult.Ignored;
}
bool CheckDamageCollision(IDamageSource source)
{
return !(source != null && !source.outDamageFilter.CollidesWith(inDamageFilter, FpsGameMode.friendlyFire));
}
#endregion
}
}