Throwable item rework, increase health on timer timeout, add boss 1 model

This commit is contained in:
2024-09-22 23:05:33 -07:00
parent f490a390aa
commit 59390c04bf
44 changed files with 3373 additions and 101 deletions

View File

@@ -113,13 +113,13 @@ public partial class Enemy : RigidBody3D, IEnemy, IProvide<IEnemyLogic>
var roll = rng.Randf();
if (roll <= EnemyStatResource.Luck)
isCriticalHit = true;
var damage = DamageCalculator.CalculateEnemyDamage(
var damage = DamageCalculator.CalculateEnemyAttackDamage(
GameRepo.PlayerData.CurrentDefense.Value + GameRepo.PlayerData.BonusDefense,
EnemyStatResource,
GameRepo.PlayerData.Inventory.EquippedArmor.Value.ArmorStats,
isCriticalHit);
GameRepo.PlayerData.SetCurrentHP(GameRepo.PlayerData.CurrentHP.Value - Mathf.RoundToInt(damage));
GD.Print($"Player hit for {Mathf.Abs(damage)} damage.");
GD.Print($"Player hit for {damage} damage.");
}
}
@@ -215,7 +215,7 @@ public partial class Enemy : RigidBody3D, IEnemy, IProvide<IEnemyLogic>
var roll = rng.Randf();
if (roll <= GameRepo.PlayerData.Inventory.EquippedWeapon.Value.WeaponStats.Luck)
isCriticalHit = true;
var damage = DamageCalculator.CalculatePlayerDamage(GameRepo.PlayerData.CurrentAttack.Value + GameRepo.PlayerData.BonusAttack, EnemyStatResource, GameRepo.PlayerData.Inventory.EquippedWeapon.Value.WeaponStats, isCriticalHit);
var damage = DamageCalculator.CalculateWeaponAttackDamage(GameRepo.PlayerData.CurrentAttack.Value + GameRepo.PlayerData.BonusAttack, EnemyStatResource, GameRepo.PlayerData.Inventory.EquippedWeapon.Value.WeaponStats, isCriticalHit);
GD.Print($"Enemy Hit for {damage} damage.");
EnemyLogic.Input(new EnemyLogic.Input.HitByPlayer(damage));
}