2024-03-25 21:14:06 -07:00
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using Godot;
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namespace SupaLidlGame.Utils;
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public partial class CharacterStats : Node
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{
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public DoubleValue StaggerDamage { get; set; }
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[Export]
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public double StaggerCoefficient { get; set; } = 0.5;
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[Export]
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public double StaggerDecayVelocity { get; set; } = 5;
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[Export]
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public double MaxStagger { get; set; } = 25;
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[Signal]
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2024-03-29 16:17:19 -07:00
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public delegate void StaggerEventHandler(double time, float damage);
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2024-03-25 21:14:06 -07:00
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public bool ShouldStagger => StaggerDamage.Value >= MaxStagger;
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protected bool _shouldDecayStagger;
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protected Timer _staggerDecayTimer;
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public override void _Ready()
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{
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StaggerDamage = GetNode<DoubleValue>("StaggerDamage");
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if (StaggerDamage is null)
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{
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StaggerDamage = new DoubleValue();
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AddChild(StaggerDamage);
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}
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_staggerDecayTimer = new Timer();
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_staggerDecayTimer.Timeout += () => _shouldDecayStagger = true;
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_staggerDecayTimer.Stop();
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AddChild(_staggerDecayTimer);
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}
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public void AddStaggerDamage(float damage)
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{
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2024-03-29 16:17:19 -07:00
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float delta = damage * (float)StaggerCoefficient;
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StaggerDamage.Value += delta;
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2024-03-25 21:14:06 -07:00
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if (StaggerDamage.Value >= MaxStagger)
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{
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2024-03-29 16:17:19 -07:00
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EmitSignal(SignalName.Stagger, 1, delta);
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StaggerDamage.Value = 0;
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2024-03-25 21:14:06 -07:00
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}
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else
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{
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_shouldDecayStagger = false;
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_staggerDecayTimer.Stop();
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_staggerDecayTimer.Start(1);
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}
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}
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public override void _Process(double delta)
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{
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if (_shouldDecayStagger)
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{
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StaggerDamage.Value = Mathf.MoveToward(
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StaggerDamage.Value, 0, StaggerDecayVelocity * delta);
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}
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}
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}
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