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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public interface IFighterCallback
{
void OnDeath();
}
// Generic subclass for any Fighter on the field, whether it's an Enemy or the AntiPlayer.
// Contains stats management such as health, attacks, damage, death, etc.
public abstract class Fighter : MonoBehaviour
{
[SerializeField] int baseHealth = 100;
[SerializeField, Tooltip("Attack every x seconds")] float baseAttackSpeed = 1f;
[SerializeField] int baseAttackDamage = 10;
[SerializeField] int baseArmor = 1;
public List<IFighterCallback> callbacks = new List<IFighterCallback>();
[SerializeField] protected int currentHealth = 100;
protected Animator animator;
protected bool alive { get => currentHealth > 0; }
protected FighterTypes fighterType;
protected abstract void Attack();
float timeSinceLastAttack = 0f;
protected virtual void Awake()
{
animator = GetComponent<Animator>();
fighterType = FighterTypes.ENEMY;
}
protected virtual void Start()
{
currentHealth = Mathf.RoundToInt(baseHealth * GetStats().healthMultiplier);
}
protected virtual void Update()
{
if (alive)
{
timeSinceLastAttack += Time.deltaTime;
var timeUntilNextAttack = baseAttackSpeed - timeSinceLastAttack;
if (timeUntilNextAttack <= 0) // TODO only attack when near opposing faction
{
Attack();
timeSinceLastAttack = -timeUntilNextAttack; // To account for overshoot
}
}
}
public void DealDamage(int dmg)
{
if (!alive)
{
return;
}
var actualDamage = Mathf.Max(0, Mathf.RoundToInt(dmg - baseArmor * GetStats().armorMultiplier));
currentHealth = Mathf.Max(currentHealth - actualDamage, 0);
if (currentHealth == 0)
{
animator.SetTrigger("Death");
callbacks.ForEach(c => c.OnDeath());
// TODO (Depending on the death animation) only destroy on round end so that corpses stay on the ground
// Destroy(gameObject);
}
else
{
animator.SetTrigger("Hurt");
}
}
protected FighterStats GetStats()
{
return StatsManager.instance.fighterStats[fighterType];
}
void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("AntiPlayer"))
{
var damageToDeal = Mathf.RoundToInt(baseAttackDamage * GetStats().damageMultiplier);
other.GetComponent<Fighter>().DealDamage(damageToDeal);
}
}
}