35 lines
825 B
C#
35 lines
825 B
C#
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.CompilerServices;
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using BITKit.Entities;
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using UnityEngine;
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using UnityEngine.Events;
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namespace BITKit.Entities
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{
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public class GetDamageComponent : EntityComponent
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{
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private readonly Queue<DamageMessage> DamageMessages = new();
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[SerializeField] private UnityEvent<DamageMessage> onGetDamage;
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[SerializeField, SerializeReference, SubclassSelector]
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private IDamageCallback[] callbacks;
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public override void OnAwake()
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{
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entity.AddListener<DamageMessage>(OnGetDamage);
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}
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private void OnGetDamage(DamageMessage obj)
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{
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if (obj.target != entity) return;
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DamageMessages.Enqueue(obj);
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onGetDamage?.Invoke(obj);
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foreach (var x in callbacks)
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{
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x.OnGetDamage(obj);
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}
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}
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}
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}
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