Fix up effect items
Fix up minimap Add some debug info
This commit is contained in:
@@ -108,25 +108,25 @@ public partial class ThrownItem : RigidBody3D, IThrownItem
|
||||
if (ItemThatIsThrown.ItemTag == ItemTag.MysteryItem)
|
||||
ItemThatIsThrown = _itemReroller.RerollItem(ItemThatIsThrown, Player.Inventory, false);
|
||||
|
||||
if (ItemThatIsThrown is ThrowableItem throwableItem)
|
||||
if (ItemThatIsThrown is EffectItem usableItem)
|
||||
{
|
||||
switch (throwableItem.ThrowableItemTag)
|
||||
switch (usableItem.UsableItemTag)
|
||||
{
|
||||
case ThrowableItemTag.LowerTargetTo1HP:
|
||||
case UsableItemTag.LowerTargetTo1HP:
|
||||
enemy.HealthComponent.SetCurrentHealth(1);
|
||||
break;
|
||||
case ThrowableItemTag.TeleportToRandomLocation:
|
||||
case UsableItemTag.TeleportToRandomLocation:
|
||||
_effectService.TeleportToRandomRoom(enemy);
|
||||
break;
|
||||
default:
|
||||
var damageDealt = DamageCalculator.CalculateDamage(new AttackData(throwableItem.ThrowDamage, throwableItem.ElementType), 10, enemy.ElementalResistanceSet);
|
||||
var damageDealt = DamageCalculator.CalculateDamage(new AttackData(usableItem.ThrowDamage, ElementType.None), enemy.DefenseComponent.CurrentDefense.Value, enemy.ElementalResistanceSet);
|
||||
enemy.HealthComponent.Damage(damageDealt);
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
var damageDealt = DamageCalculator.CalculateDamage(new AttackData(ItemThatIsThrown.ThrowDamage, ElementType.None), 10, enemy.ElementalResistanceSet);
|
||||
var damageDealt = DamageCalculator.CalculateDamage(new AttackData(ItemThatIsThrown.ThrowDamage, ElementType.None), enemy.DefenseComponent.CurrentDefense.Value, enemy.ElementalResistanceSet);
|
||||
enemy.HealthComponent.Damage(damageDealt);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user