cirnogodot/Scripts/Components/Actors/DamageReceiverActorModule.cs

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using Godot;
namespace Cirno.Scripts.Components.Actors;
public partial class DamageReceiverActorModule : ActorModule
{
protected Actor _actor;
[Export]
public ActorResourceProvider HealthProvider { get; private set; }
[Export]
public bool Invulnerable { get; private set; } = false;
[Export] protected BulletOwner BulletGroup { get; set; } = BulletOwner.None;
public override void Init(Actor actor)
{
_actor = actor;
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this.HealthProvider.MaxResource = actor.Health;
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HealthProvider.FillResource();
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HealthProvider.ResourceDepleted += OnDeath;
}
public override void Update(double delta)
{
}
public override void PhysicsUpdate(double delta)
{
}
private void _on_damage_hitbox_area_entered(Area2D area)
{
if (_actor.IsDestroyed) return;
if (Invulnerable) return;
if (area is not Bullet bullet) return;
if (BulletGroup is BulletOwner.None)
{
this.Hit(bullet.Damage);
bullet.RequestCollisionDestruction();
return;
}
if (bullet.BulletInfo.Owner == BulletGroup) return;
this.Hit(bullet.Damage);
bullet.RequestCollisionDestruction();
}
public void Hit(float damage, DamageType damageType = DamageType.Neutral)
{
if (_actor.IsDestroyed) return;
if (Invulnerable) return;
HealthProvider.CurrentResource -= damage;
}
protected void OnDeath()
{
_actor.IsDestroyed = true;
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_actor.TriggerDeath();
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}
}