Additional refactoring and fixing of equipment data
Add attack data to enemy attacks (might need to rework a little bit for primary/secondary attacks)
This commit is contained in:
@@ -1,7 +1,6 @@
|
||||
using Chickensoft.AutoInject;
|
||||
using Chickensoft.Introspection;
|
||||
using Godot;
|
||||
using Zennysoft.Game.Implementation;
|
||||
using Zennysoft.Ma.Adapter;
|
||||
using Zennysoft.Ma.Adapter.Entity;
|
||||
|
||||
@@ -28,7 +27,7 @@ public partial class ThrownItem : RigidBody3D
|
||||
{
|
||||
BodyEntered += ThrownItem_BodyEntered;
|
||||
Collision.AreaEntered += Collision_AreaEntered;
|
||||
GlobalPosition = Player.CurrentPosition;
|
||||
GlobalPosition = Player.GlobalPosition;
|
||||
Sprite.Texture = ItemThatIsThrown.GetTexture();
|
||||
AddCollisionExceptionWith((Node)Player);
|
||||
Collision.SetCollisionLayerValue(3, false);
|
||||
@@ -60,7 +59,7 @@ public partial class ThrownItem : RigidBody3D
|
||||
public void Throw(EffectService effectService)
|
||||
{
|
||||
_effectService = effectService;
|
||||
ApplyCentralImpulse(-Player.CurrentBasis.Z.Normalized() * ItemThatIsThrown.ThrowSpeed);
|
||||
ApplyCentralImpulse(-Player.GlobalBasis.Z.Normalized() * ItemThatIsThrown.ThrowSpeed);
|
||||
}
|
||||
|
||||
public void RescueItem()
|
||||
@@ -116,14 +115,14 @@ public partial class ThrownItem : RigidBody3D
|
||||
_effectService.TeleportToRandomRoom(enemy);
|
||||
break;
|
||||
default:
|
||||
var damageDealt = DamageCalculator.CalculateDamage(new Damage(throwableItem.ThrowDamage, throwableItem.ElementType, false, false, false), 10, new ElementalResistanceSet(0, 0, 0, 0, 0));
|
||||
var damageDealt = DamageCalculator.CalculateDamage(new AttackData(throwableItem.ThrowDamage, throwableItem.ElementType), 10, ElementalResistanceSet.None);
|
||||
enemy.HealthComponent.Damage(damageDealt);
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
var damageDealt = DamageCalculator.CalculateDamage(new Damage(ItemThatIsThrown.ThrowDamage, ElementType.None, false, false, false), 10, new ElementalResistanceSet(0, 0, 0, 0, 0));
|
||||
var damageDealt = DamageCalculator.CalculateDamage(new AttackData(ItemThatIsThrown.ThrowDamage, ElementType.None), 10, ElementalResistanceSet.None);
|
||||
enemy.HealthComponent.Damage(damageDealt);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user