Quelques trucs pour structuer
This commit is contained in:
parent
af46b49095
commit
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15 changed files with 245 additions and 2 deletions
13
.idea/.idea.ProjetAMJV_CR/.idea/.gitignore
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.idea/.idea.ProjetAMJV_CR/.idea/.gitignore
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# Default ignored files
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/shelf/
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/workspace.xml
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# Rider ignored files
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/.idea.ProjetAMJV_CR.iml
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/contentModel.xml
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/projectSettingsUpdater.xml
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/modules.xml
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# Editor-based HTTP Client requests
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/httpRequests/
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# Datasource local storage ignored files
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/dataSources/
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/dataSources.local.xml
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4
.idea/.idea.ProjetAMJV_CR/.idea/encodings.xml
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.idea/.idea.ProjetAMJV_CR/.idea/encodings.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="Encoding" addBOMForNewFiles="with BOM under Windows, with no BOM otherwise" />
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</project>
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8
.idea/.idea.ProjetAMJV_CR/.idea/indexLayout.xml
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.idea/.idea.ProjetAMJV_CR/.idea/indexLayout.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="UserContentModel">
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<attachedFolders />
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<explicitIncludes />
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<explicitExcludes />
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</component>
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</project>
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6
.idea/.idea.ProjetAMJV_CR/.idea/vcs.xml
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.idea/.idea.ProjetAMJV_CR/.idea/vcs.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="VcsDirectoryMappings">
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<mapping directory="" vcs="Git" />
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</component>
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</project>
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5
.vscode/extensions.json
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.vscode/extensions.json
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{
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"recommendations": [
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"visualstudiotoolsforunity.vstuc"
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]
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}
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.vscode/launch.json
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.vscode/launch.json
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{
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"version": "0.2.0",
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"configurations": [
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{
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"name": "Attach to Unity",
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"type": "vstuc",
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"request": "attach"
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}
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]
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}
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.vscode/settings.json
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.vscode/settings.json
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{
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"files.exclude": {
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"**/.DS_Store": true,
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"**/.git": true,
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"**/.vs": true,
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"**/.gitmodules": true,
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"**/.vsconfig": true,
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"**/*.booproj": true,
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"**/*.pidb": true,
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"**/*.suo": true,
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"**/*.user": true,
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"**/*.userprefs": true,
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"**/*.unityproj": true,
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"**/*.dll": true,
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"**/*.exe": true,
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"**/*.pdf": true,
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"**/*.mid": true,
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"**/*.midi": true,
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"**/*.wav": true,
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"**/*.gif": true,
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"**/*.ico": true,
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"**/*.jpg": true,
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"**/*.jpeg": true,
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"**/*.png": true,
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"**/*.psd": true,
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"**/*.tga": true,
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"**/*.tif": true,
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"**/*.tiff": true,
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"**/*.3ds": true,
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"**/*.3DS": true,
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"**/*.fbx": true,
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"**/*.FBX": true,
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"**/*.lxo": true,
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"**/*.LXO": true,
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"**/*.ma": true,
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"**/*.MA": true,
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"**/*.obj": true,
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"**/*.OBJ": true,
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"**/*.asset": true,
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"**/*.cubemap": true,
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"**/*.flare": true,
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"**/*.mat": true,
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"**/*.meta": true,
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"**/*.prefab": true,
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"**/*.unity": true,
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"build/": true,
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"Build/": true,
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"Library/": true,
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"library/": true,
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"obj/": true,
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"Obj/": true,
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"Logs/": true,
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"logs/": true,
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"ProjectSettings/": true,
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"UserSettings/": true,
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"temp/": true,
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"Temp/": true
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},
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"dotnet.defaultSolution": "ProjetAMJV_CR.sln"
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}
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8
Assets/Scripts.meta
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Assets/Scripts.meta
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fileFormatVersion: 2
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guid: e5378d644a3d2139389083d95ed259ce
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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62
Assets/Scripts/AttackHandler.cs
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Assets/Scripts/AttackHandler.cs
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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public class AttackHandler : MonoBehaviour
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{
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[SerializeField] private float damage;
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[SerializeField] private float cooldown;
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[SerializeField] private Collider attackShape;
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private float _timer;
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void Start()
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{
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_timer = cooldown;
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}
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void Update()
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{
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_timer = Mathf.Max(_timer - Time.deltaTime, 0f);
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}
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public bool Attack()
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{
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if (_timer >= 0) return false;
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Collider[] targets = DetectTargets();
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foreach (Collider target in targets)
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{
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if (!target.CompareTag("Unit")) continue;
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// GetComponent is expensive in performance, optimize here if it's slow
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Unit unit = target.GetComponent<Unit>();
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unit.healthHandler.TakeDamage(damage);
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}
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return true;
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}
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private Collider[] DetectTargets()
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{
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// Make sure to manager layers for better performance
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List<Unit> targets = new List<Unit>();
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Collider[] hitColliders;
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switch (attackShape)
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{
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case SphereCollider sphere:
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hitColliders = Physics.OverlapSphere(sphere.transform.position, sphere.radius, sphere.includeLayers);
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break;
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case BoxCollider box:
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hitColliders = Physics.OverlapBox(box.bounds.center, box.bounds.extents, box.transform.rotation, box.includeLayers);
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break;
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default:
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throw new ArgumentException("Only sphere or box are supported");
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}
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return hitColliders;
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}
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}
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2
Assets/Scripts/AttackHandler.cs.meta
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2
Assets/Scripts/AttackHandler.cs.meta
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fileFormatVersion: 2
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guid: eb03fb8c097f016f09d345ce200c3f41
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Assets/Scripts/HealthHandler.cs
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Assets/Scripts/HealthHandler.cs
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using UnityEngine;
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public class HealthHandler : MonoBehaviour
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{
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[SerializeField] private float maxHealth;
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[SerializeField] private float currentHealth;
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[SerializeField] private float armor;
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public void TakeDamage(float damage)
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{
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Debug.Assert(damage >= 0, "Damage cannot be negative, use Heal if you want to heal");
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currentHealth -= Mathf.Max(0, damage-armor);
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}
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public void Heal(float value)
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{
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Debug.Assert(value >= 0, "value can't be less than zero");
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currentHealth = Mathf.Min(currentHealth + value, maxHealth);
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}
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public float GetArmor()
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{
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return armor;
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}
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public void EquipArmor(float armorBoost)
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{
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Debug.Assert(armorBoost >= 0, "armorBoost can't be less than zero, use UnEquipArmor instead");
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armor += armorBoost;
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}
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public void UnEquipArmor(float armorBoost)
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{
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Debug.Assert(armorBoost >= 0, "armorBoost can't be less than zero, use EquipArmor instead");
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armor -= armorBoost;
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}
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}
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2
Assets/Scripts/HealthHandler.cs.meta
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Assets/Scripts/HealthHandler.cs.meta
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fileFormatVersion: 2
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guid: 8511709ac7cfc1d05bee202fa8b8b095
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Assets/Scripts/Unit.cs
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Assets/Scripts/Unit.cs
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using Unity.VisualScripting;
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using UnityEngine;
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public class Unit : MonoBehaviour
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{
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[SerializeField] public HealthHandler healthHandler;
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[SerializeField] public AttackHandler attackHandler;
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void Start()
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{
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// Null safety enjoyers things
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Debug.Assert(healthHandler != null);
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Debug.Assert(attackHandler != null);
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}
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}
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2
Assets/Scripts/Unit.cs.meta
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Assets/Scripts/Unit.cs.meta
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fileFormatVersion: 2
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guid: 9815bed5dc151c8c6a271899ed1b7c4f
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@ -2,8 +2,9 @@
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%TAG !u! tag:unity3d.com,2011:
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--- !u!78 &1
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TagManager:
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serializedVersion: 2
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tags: []
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serializedVersion: 3
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tags:
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- Unit
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layers:
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- Default
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- TransparentFX
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@ -41,3 +42,5 @@ TagManager:
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- name: Default
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uniqueID: 0
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locked: 0
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m_RenderingLayers:
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- Default
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