cirnogodot/Scripts/Resources/ItemEffects/HealPercentEffectResource.cs

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using Cirno.Scripts.Components.FSM.Player;
using Godot;
namespace Cirno.Scripts.Resources.ItemEffects;
[GlobalClass]
[Tool]
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public partial class HealPercentEffectResource : ItemEffectResource
{
[Export] public float HealPercentage = 25f;
[Export] public HealEffectResource.HealResourceType ResourceType { get; private set; } = HealEffectResource.HealResourceType.Health;
public override IITemEffectMachine Execute(PlayerFSMItemUseModule parent, LootItem item)
{
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return new HealPercentEffectMachine(this, parent, item).Execute();
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}
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public class HealPercentEffectMachine(HealPercentEffectResource resource, PlayerFSMItemUseModule parent, LootItem item) : IITemEffectMachine
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{
public IITemEffectMachine Execute()
{
switch (resource.ResourceType)
{
case HealEffectResource.HealResourceType.Health:
parent.Health.CurrentResource += Mathf.CeilToInt(parent.Health.MaxResource * resource.HealPercentage / 100);
break;
case HealEffectResource.HealResourceType.Shield:
parent.Shield.CurrentResource += Mathf.CeilToInt(parent.Shield.MaxResource * resource.HealPercentage / 100);
break;
}
return this;
}
}
}