959e80cf72
assets upload description.
114 lines
3.0 KiB
C#
114 lines
3.0 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using RPGCreationKit;
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namespace RPGCreationKit
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{
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/// <summary>
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/// Contains information about the damage received/gaved
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/// </summary>
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public class DamageContext
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{
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public float amount;
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public Entity sender;
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public bool wasBlocked;
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public WeaponItem weaponItem;
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public AmmoItem ammoItem;
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public Spell spell;
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public DamageContext(float _amount, Entity _sender, WeaponItem _weaponItem, AmmoItem _ammoItem, bool _wasBlocked, Spell _spell = null)
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{
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amount = _amount;
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sender = _sender;
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weaponItem = _weaponItem;
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ammoItem = _ammoItem;
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wasBlocked = _wasBlocked;
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spell = _spell;
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}
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}
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/// <summary>
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/// Used on objects that has EntityAttributes on them an therefore can be damaged.
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/// </summary>
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public interface IDamageable
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{
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/// <summary>
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/// Damages the Entity if a DamageContext is provided.
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/// </summary>
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/// <param name="damageContext"></param>
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void Damage(DamageContext damageContext);
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void DamageBlocked(DamageContext damageContext);
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/// <summary>
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/// Generates particle for the damaged object
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/// </summary>
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void GenerateBlood();
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/// <summary>
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/// Makes the Entity die.
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/// </summary>
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void Die();
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/// <summary>
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/// Returns true if the Entity is hostile.
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/// </summary>
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/// <returns></returns>
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bool IsHostile();
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/// <summary>
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/// Returns true if the Entity is hostile against the Player Character.
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/// </summary>
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/// <returns></returns>
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bool IsHostileAgainstPC();
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/// <summary>
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/// Returns true if the the Healthbar on the PlayerUI should be used when this entity is hostile.
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/// </summary>
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/// <returns></returns>
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bool ShouldDisplayHealthIfHostile();
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/// <summary>
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/// Returns true if the target is alive.
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/// </summary>
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bool IsAlive();
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/// <summary>
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/// Returns true if the target is unconscious.
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/// </summary>
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/// <returns></returns>
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bool IsUnconscious();
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/// <summary>
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/// Gets the max HP value of the Entity
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/// </summary>
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/// <returns></returns>
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float GetMaxHP();
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/// <summary>
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/// Gets the current HP value of the Entity
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/// </summary>
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/// <returns></returns>
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float GetCurrentHP();
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/// <summary>
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/// Gets the name of the Entity
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/// </summary>
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/// <returns></returns>
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string GetEntityName();
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/// <summary>
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/// Gets the name of the Entity
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/// </summary>
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/// <returns></returns>
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string GetEntityID();
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Entity GetEntity();
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bool Bleeds();
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void InstantiateBlood(Vector3 pos);
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}
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} |