new: damage can now be dealt to units using DamageSources
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49
Assets/Scripts/Core/Graph Tasks/CreateDamageSource.cs
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49
Assets/Scripts/Core/Graph Tasks/CreateDamageSource.cs
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using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using UnityEngine;
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namespace Reset.Core {
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[Category("Reset")]
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[Description("Create a damage source and return it as a BBParameter")]
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public class CreateDamageSource : ActionTask{
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public BBParameter<float> damage;
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public BBParameter<GameObject> source;
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[Space(5)]
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public BBParameter<DamageSource> outputDamageSource;
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//Use for initialization. This is called only once in the lifetime of the task.
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//Return null if init was successfull. Return an error string otherwise
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protected override string OnInit() {
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return null;
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}
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//This is called once each time the task is enabled.
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//Call EndAction() to mark the action as finished, either in success or failure.
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//EndAction can be called from anywhere.
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protected override void OnExecute(){
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outputDamageSource.value = new DamageSource(){
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damageDealt = damage.value,
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source = source.value,
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};
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EndAction(true);
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}
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//Called once per frame while the action is active.
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protected override void OnUpdate() {
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}
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//Called when the task is disabled.
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protected override void OnStop() {
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}
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//Called when the task is paused.
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protected override void OnPause() {
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}
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}
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}
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