BITFALL/Assets/Artists/Scripts/Entities/Knockdown/EntityKnockdown.cs

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2023-10-20 19:31:12 +08:00
using System;
using System.Collections;
using System.Collections.Generic;
using BITFALL.Items;
using BITFALL.Player.Inventory;
using BITKit;
using BITKit.Entities;
using UnityEditor;
using UnityEngine;
namespace BITFALL.Entities
{
[CustomType(typeof(IKnockdown))]
public sealed class EntityKnockdown :EntityComponent,IKnockdown
{
[SerializeField] private int knockedHealth;
[SerializeField] private int initialKnockedHealth;
public int KnockedHealth=>knockedHealth;
public int InitialKnockedHealth
{
get => initialKnockedHealth;
set => initialKnockedHealth = value;
}
public event Action OnKnockdown;
public event Action OnRevive;
public bool IsKnockdown { get;private set; }
private readonly Optional<int> knockedHeal=new();
[Inject]
private IHealth _health;
[Inject]
private IPlayerInventory _inventory;
public override void OnStart()
{
_health.OnDamage += OnDamage;
_health.OnSetAlive += OnSetAlive;
_health.OnSetHealthPoint += OnSetHealthPoint;
_inventory.OnUseItem += OnUseItem;
}
private void OnSetHealthPoint(int obj)
{
if (obj > 0 && IsKnockdown && _health.IsAlive)
{
IsKnockdown = false;
OnRevive?.Invoke();
}
}
private bool OnUseItem(IBasicItem arg)
{
if (IsKnockdown is false || arg.GetAssetable().TryGetProperty<PlayerReviveItem>(out var reviveItem) is false) return false;
OnRevive?.Invoke();
IsKnockdown = false;
return true;
}
private void OnSetAlive(bool obj)
{
IsKnockdown = false;
}
private int OnDamage(DamageMessage arg,int currentDamage)
{
if (IsKnockdown || _health.HealthPoint - currentDamage >=0 ) return currentDamage;
IsKnockdown = true;
OnKnockdown?.Invoke();
_health.HealthPoint = 0;
return 0;
}
}
}