BITFALL/Assets/Artists/Scripts/Player/Survival/PlayerSurvivalService.cs

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using BITKit;
using BITKit.Entities;
using UnityEngine;
namespace BITFALL.Player.Survival
{
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[Serializable]
public struct SurvivalDamage : IDamageType
{
public IPlayerSurvivalElement element;
public string Message;
}
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[CustomType(typeof(IPlayerSurvivalService))]
public class PlayerSurvivalService : EntityComponent, IPlayerSurvivalService
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{
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public IPlayerSurvivalElement[] Elements { get; set; } = Array.Empty<IPlayerSurvivalElement>();
[SerializeReference, SubclassSelector] private IPlayerSurvivalElement[] initialElements = Array.Empty<IPlayerSurvivalElement>();
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private readonly IntervalUpdate _interval = new(1);
[SerializeReference,SubclassSelector,Inject] private IDamageService _damageService;
[Inject]
private IHealth _health;
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public override void OnAwake()
{
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Elements = initialElements;
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}
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public override void OnUpdate(float deltaTime)
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{
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if (_interval.AllowUpdate is false) return;
foreach (var x in Elements)
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{
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x.Value -= 1;
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if (x.Value <= 0)
{
_damageService.Execute(new DamageMessage()
{
damageType = new SurvivalDamage()
{
element = x,
},
target = entity,
damage = 1,
});
}
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}
}
}
}