56 lines
1.7 KiB
C#
56 lines
1.7 KiB
C#
using System.Collections.Generic;
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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("Deal damage using a damage source to a target")]
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public class DealDamage : ActionTask{
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public BBParameter<List<Collider>> targets;
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public BBParameter<DamageSource> damageSource;
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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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foreach (Collider target in targets.value) {
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if (target.GetComponent<IDamageable>() == null) {
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if (damageSource.value.source != null) {
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Debug.LogError($"Target {target.name} cannot be dealt damage as it does not implement the IDamageable interface. It was attempted an attack by {damageSource.value.source}");
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} else {
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Debug.LogError($"Target {target.name} cannot be dealt damage as it does not implement the IDamageable interface. This attack has no source.");
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}
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continue;
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}
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target.GetComponent<IDamageable>().TakeDamage(damageSource.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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} |