Refactor WeaponStats and related classes to include attack speed, range, and damage type; update damage calculations for melee and ranged attacks

This commit is contained in:
2025-07-11 22:09:15 +02:00
parent 9261b9f00f
commit 57896441ab
6 changed files with 31 additions and 18 deletions

View File

@@ -1,10 +1,14 @@
using System;
using Interfaces;
namespace Data
{
[Serializable]
public class WeaponStats
{
public float Damage;
public float damage;
public float attackSpeed;
public float range;
public DamageType damageType;
}
}

View File

@@ -5,6 +5,6 @@ namespace Interfaces
{
public interface IDamageInflectorSetup
{
void Setup(Character attacker, [CanBeNull] WeaponStats weaponStats = null);
void Setup(Character attacker, float damage, [CanBeNull] WeaponStats weaponStats = null);
}
}

View File

@@ -12,8 +12,9 @@ namespace Weapons
{
var projectile = Instantiate(projectilePrefab, firePoint.position, firePoint.rotation);
projectile.TryGetComponent<IDamageInflectorSetup>(out var inflector);
inflector?.Setup(character, weaponStats);
var finalDamage = GetFinalDamage();
inflector?.Setup(character, finalDamage, weaponStats);
}
}
}

View File

@@ -8,18 +8,18 @@ namespace Weapons
{
public class MeleeAttack : Weapon, IWeapon
{
[SerializeField] private float range = 1f;
[SerializeField] private LayerMask targetMask;
public override void Fire()
{
var hits = Physics2D.OverlapCircleAll(transform.position, range, targetMask);
var finalRange = GetFinalRange();
var hits = Physics2D.OverlapCircleAll(transform.position, finalRange, targetMask);
foreach (var hit in hits)
{
hit.TryGetComponent<Health>(out var health);
if (hit.gameObject == character.gameObject) continue;
var damage = weaponStats.Damage + character.attributes.Damage * character.attributes.MeleeDamage;
var damage = GetFinalDamage();
health.TakeDamage(damage);
}
}

View File

@@ -17,17 +17,9 @@ namespace Weapons
public GameObject Owner { get; private set; }
public DamageType Type => DamageType.Ranged;
public void Setup(Character attacker, WeaponStats weaponStats = null)
public void Setup(Character attacker, float damage, WeaponStats weaponStats = null)
{
if (weaponStats != null)
{
Damage = weaponStats.Damage + attacker.attributes.Damage * attacker.attributes.RangedDamage;
}
else
{
Damage = attacker.attributes.Damage * attacker.attributes.RangedDamage;
}
Damage = damage;
Owner = attacker.gameObject;
}

View File

@@ -22,7 +22,23 @@ namespace Weapons
if (!(timer <= 0f)) return;
Fire();
timer = 1f / character.attributes.AttackSpeed;
timer = 1f / GetFinalAttackSpeed();
}
private float GetFinalAttackSpeed()
{
return character.attributes.AttackSpeed * weaponStats.attackSpeed;
}
protected float GetFinalDamage()
{
return weaponStats.damage + character.attributes.Damage *
(weaponStats.damageType == DamageType.Melee ? character.attributes.MeleeDamage : character.attributes.RangedDamage);
}
protected float GetFinalRange()
{
return weaponStats.range * character.attributes.AttackRange;
}
public abstract void Fire();