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15 changed files with 69 additions and 636 deletions

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@ -1,15 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DestroyAfter : MonoBehaviour
{
[SerializeField]
private float destroyInSeconds = 1.0f;
public void Init(float delay)
{
this.destroyInSeconds = delay;
Destroy(gameObject, delay);
}
}

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@ -22,9 +22,9 @@ public class HealthBar : MonoBehaviour
attachedHealth.OnHealthChange.RemoveListener(UpdateHealthBar); attachedHealth.OnHealthChange.RemoveListener(UpdateHealthBar);
} }
private void UpdateHealthBar(float prevHealth, float newHealth) private void UpdateHealthBar(int prevHealth, int newHealth)
{ {
float percent = newHealth / attachedHealth.getMaxHealth(); float percent = ((float) newHealth) / ((float)attachedHealth.getMaxHealth());
healthBarImg.fillAmount = percent; healthBarImg.fillAmount = percent;
} }
} }

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@ -1,23 +1,14 @@
using UnityEngine; using UnityEngine;
using UnityEngine.Events; using UnityEngine.Events;
using TMPro; using TMPro;
using System;
using UnityUtils;
public class HealthComponent : MonoBehaviour, ISquezeDamageReceiver public class HealthComponent : MonoBehaviour, ISquezeDamageReceiver
{ {
[SerializeField] float maxHealth = 100; [SerializeField] int maxHealth = 100;
public int currentHealth { get; private set; }
[SerializeField] float damageTickDelay = 0.25f;
private float currentDamageTick = 0f;
private float accumulatedDamageInTick = 0f;
public float currentHealth { get; private set; }
public static event Action<Vector3, float> OnHealthChangeAtPos;
public UnityEvent OnHealthZero; public UnityEvent OnHealthZero;
public UnityEvent<float, float> OnHealthChange; public UnityEvent<int, int> OnHealthChange;
[Header("Squeze Damage")] [Header("Squeze Damage")]
[SerializeField] [SerializeField]
@ -31,43 +22,25 @@ public class HealthComponent : MonoBehaviour, ISquezeDamageReceiver
currentHealth = maxHealth; currentHealth = maxHealth;
} }
void Update() public int getMaxHealth() {
{
if (currentDamageTick < Time.time)
{
if (accumulatedDamageInTick < 1f) return;
OnHealthChangeAtPos?.Invoke(transform.position.Add(y: 2f), accumulatedDamageInTick);
currentDamageTick = Time.time + damageTickDelay;
accumulatedDamageInTick = 0f;
}
}
public float getMaxHealth() {
return maxHealth; return maxHealth;
} }
public void setMaxHealth(float amount, bool heal = false) { public void setMaxHealth(int amount, bool heal = false) {
maxHealth = amount; maxHealth = amount;
if (heal) if (heal)
currentHealth = amount; currentHealth = amount;
} }
public void TakeDamage(float damage) public void TakeDamage(int damage)
{ {
currentHealth -= damage; currentHealth -= damage;
OnHealthChange?.Invoke(currentHealth + damage, currentHealth); OnHealthChange?.Invoke(currentHealth + damage, currentHealth);
accumulatedDamageInTick += damage;
if (currentHealth <= 0) { if (currentHealth <= 0) {
// Make sure to flush accumulated when dying
if (accumulatedDamageInTick > 1f)
OnHealthChangeAtPos?.Invoke(transform.position.Add(y: 2f), accumulatedDamageInTick);
OnHealthZero?.Invoke(); OnHealthZero?.Invoke();
BloodComputeShader.Instance.createBlood(transform.position, (int)(maxHealth *maxHealth * BloodComputeShader.Instance.scoreMult), maxHealth / 8.0f); BloodComputeShader.Instance.createBlood(transform.position, (int)(maxHealth *maxHealth * BloodComputeShader.Instance.scoreMult), maxHealth / 25.0f);
} }
} }

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@ -1,29 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class DamageText : MonoBehaviour
{
[SerializeField] AnimationCurve damageToSize;
[SerializeField] TextMeshPro damageText;
[SerializeField]
private Color normalColor, critColor, superCritColor;
[SerializeField]
private float critThreshold, superCritThreshold;
public void Init(float damage)
{
transform.localScale = Vector3.one * damageToSize.Evaluate(damage);
damageText.color = normalColor;
if (damage > critThreshold)
damageText.color = critColor;
if (damage > superCritThreshold)
damageText.color = superCritColor;
damageText.text = damage.ToString();
}
}

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@ -1,29 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using JetBrains.Annotations;
using UnityEngine;
public class DamageTextManager : MonoBehaviour
{
[SerializeField] Transform textParent;
[SerializeField] GameObject damageTextPrefab;
[SerializeField] float lifeTime = 3f;
private void OnEnable()
{
HealthComponent.OnHealthChangeAtPos += SpawnDamage;
}
private void OnDisable()
{
HealthComponent.OnHealthChangeAtPos -= SpawnDamage;
}
public void SpawnDamage(Vector3 position, float damage)
{
GameObject go = Instantiate(damageTextPrefab, position, Quaternion.identity, textParent);
go.GetComponent<DamageText>().Init(damage);
go.AddComponent<DestroyAfter>().Init(lifeTime);
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@ -24,7 +24,7 @@ public class HealthDisplay : MonoBehaviour
healthComponent.OnHealthChange.RemoveListener(UpdateHealth); healthComponent.OnHealthChange.RemoveListener(UpdateHealth);
} }
public void UpdateHealth(float prevHealth, float newHealth) public void UpdateHealth(int prevHealth, int newHealth)
{ {
healthText.text = padding + healthComponent.currentHealth; healthText.text = padding + healthComponent.currentHealth;
} }