Add WeaponStats class and update damage calculations for ranged and melee attacks
This commit is contained in:
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weaponStats:
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Damage: 10
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attributes:
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health: 100
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maxHealth: 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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attackRange: 16
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attackSpeed: 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 Data;
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using JetBrains.Annotations;
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namespace Interfaces
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namespace Interfaces
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{
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{
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public interface IDamageInflectorSetup
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public interface IDamageInflectorSetup
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{
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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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}
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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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var projectile = Instantiate(projectilePrefab, firePoint.position, firePoint.rotation);
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projectile.TryGetComponent<IDamageInflectorSetup>(out var inflector);
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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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}
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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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hit.TryGetComponent<Health>(out var health);
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if (hit.gameObject == character.gameObject) continue;
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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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health.TakeDamage(damage);
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}
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}
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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 GameObject Owner { get; private set; }
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public DamageType Type => DamageType.Ranged;
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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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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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{
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Damage = attacker.attributes.Damage * attacker.attributes.RangedDamage;
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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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Owner = attacker.gameObject;
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}
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}
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@@ -1,6 +1,8 @@
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using System;
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using System;
|
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using Data;
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using Data;
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using Interfaces;
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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;
|
using UnityEngine;
|
||||||
|
|
||||||
namespace Weapons
|
namespace Weapons
|
||||||
@@ -11,6 +13,7 @@ namespace Weapons
|
|||||||
|
|
||||||
[SerializeField] private float cooldown = 1f;
|
[SerializeField] private float cooldown = 1f;
|
||||||
[SerializeField] protected Character character;
|
[SerializeField] protected Character character;
|
||||||
|
[OdinSerialize, InlineProperty] public WeaponStats weaponStats = new();
|
||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
|
@@ -2,8 +2,9 @@
|
|||||||
%TAG !u! tag:unity3d.com,2011:
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
--- !u!78 &1
|
--- !u!78 &1
|
||||||
TagManager:
|
TagManager:
|
||||||
serializedVersion: 2
|
serializedVersion: 3
|
||||||
tags: []
|
tags:
|
||||||
|
- Enemy
|
||||||
layers:
|
layers:
|
||||||
- Default
|
- Default
|
||||||
- TransparentFX
|
- TransparentFX
|
||||||
@@ -11,8 +12,8 @@ TagManager:
|
|||||||
-
|
-
|
||||||
- Water
|
- Water
|
||||||
- UI
|
- UI
|
||||||
-
|
- Player
|
||||||
-
|
- Enemy
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
@@ -41,3 +42,5 @@ TagManager:
|
|||||||
- name: Default
|
- name: Default
|
||||||
uniqueID: 0
|
uniqueID: 0
|
||||||
locked: 0
|
locked: 0
|
||||||
|
m_RenderingLayers:
|
||||||
|
- Default
|
||||||
|
Reference in New Issue
Block a user