using Godot; namespace Mr.BrickAdventures.scripts.components; public partial class ProgressiveDamageComponent : Node { [Export] public HealthComponent HealthComponent { get; set; } [Export] public Sprite2D Sprite { get; set; } [Export] public PlatformMovementComponent PlatformMovement { get; set; } [Export] public float MinJumpHeight { get; set; } = 60f; [Export] public float JumpReductionPercentage { get; set; } = 0.1f; // this is a percentage of the jump height per hit private float _maxHealth; private float _ogJumpHeight; public override void _Ready() { _maxHealth = HealthComponent.MaxHealth; HealthComponent.HealthChanged += OnHealthChanged; if (PlatformMovement != null) { _ogJumpHeight = PlatformMovement.JumpHeight; } } private void OnHealthChanged(float delta, float totalHealth) { var frame = GetDamageFrame(); if (frame < 0 || frame >= Sprite.GetHframes()) return; Sprite.Frame = frame; if (PlatformMovement != null) { PlatformMovement.JumpHeight = GetJumpHeight(); } } private int GetDamageFrame() { if (Sprite == null || HealthComponent == null) return 0; var framesCount = Sprite.GetHframes(); if (framesCount == 0) return 0; var currentHealth = HealthComponent.Health; var healthRatio = currentHealth / _maxHealth; return (int)(framesCount * (1f - healthRatio)); } private float GetJumpHeight() { if (PlatformMovement == null) return 0f; var jumpHeight = _ogJumpHeight; if (jumpHeight <= 0f) return 0f; var damageFrame = GetDamageFrame(); if (damageFrame < 0 || damageFrame >= Sprite.GetHframes()) return jumpHeight; var reduction = JumpReductionPercentage * jumpHeight; var calculatedJumpHeight = jumpHeight - (damageFrame * reduction); return Mathf.Max(calculatedJumpHeight, MinJumpHeight); } }