Add WeaponStats class and update damage calculations for ranged and melee attacks
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attributes:
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health: 100
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moveSpeed: 5
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luck: 0
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armor: 0
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damage: 1
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rangedDamage: 1
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meleeDamage: 1
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10
Assets/Scripts/Data/WeaponStats.cs
Normal file
10
Assets/Scripts/Data/WeaponStats.cs
Normal file
@@ -0,0 +1,10 @@
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using System;
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namespace Data
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{
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[Serializable]
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public class WeaponStats
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{
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public float Damage;
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}
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}
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3
Assets/Scripts/Data/WeaponStats.cs.meta
Normal file
3
Assets/Scripts/Data/WeaponStats.cs.meta
Normal file
@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: e2700a792f804e87b78c0889a7f6c2e4
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timeCreated: 1752263631
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@@ -1,9 +1,10 @@
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using Data;
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using JetBrains.Annotations;
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namespace Interfaces
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{
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public interface IDamageInflectorSetup
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{
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void Setup(Character attacker);
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void Setup(Character attacker, [CanBeNull] WeaponStats weaponStats = null);
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}
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}
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@@ -13,7 +13,7 @@ namespace Weapons
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var projectile = Instantiate(projectilePrefab, firePoint.position, firePoint.rotation);
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projectile.TryGetComponent<IDamageInflectorSetup>(out var inflector);
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inflector?.Setup(character);
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inflector?.Setup(character, weaponStats);
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}
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}
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}
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@@ -19,7 +19,7 @@ namespace Weapons
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hit.TryGetComponent<Health>(out var health);
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if (hit.gameObject == character.gameObject) continue;
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var damage = character.attributes.Damage * character.attributes.MeleeDamage;
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var damage = weaponStats.Damage + character.attributes.Damage * character.attributes.MeleeDamage;
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health.TakeDamage(damage);
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}
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}
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@@ -17,9 +17,17 @@ namespace Weapons
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public GameObject Owner { get; private set; }
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public DamageType Type => DamageType.Ranged;
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public void Setup(Character attacker)
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public void Setup(Character attacker, WeaponStats weaponStats = null)
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{
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Damage = attacker.attributes.Damage * attacker.attributes.RangedDamage;
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if (weaponStats != null)
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{
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Damage = weaponStats.Damage + attacker.attributes.Damage * attacker.attributes.RangedDamage;
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}
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else
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{
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Damage = attacker.attributes.Damage * attacker.attributes.RangedDamage;
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}
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Owner = attacker.gameObject;
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}
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@@ -1,6 +1,8 @@
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using System;
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using Data;
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using Interfaces;
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using Sirenix.OdinInspector;
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using Sirenix.Serialization;
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using UnityEngine;
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namespace Weapons
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@@ -11,6 +13,7 @@ namespace Weapons
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[SerializeField] private float cooldown = 1f;
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[SerializeField] protected Character character;
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[OdinSerialize, InlineProperty] public WeaponStats weaponStats = new();
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private void Update()
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{
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@@ -2,8 +2,9 @@
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%TAG !u! tag:unity3d.com,2011:
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tags:
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- Enemy
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layers:
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- Default
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- TransparentFX
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@@ -11,8 +12,8 @@ TagManager:
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-
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- Water
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- UI
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-
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-
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- Player
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- Enemy
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-
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-
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