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Fixed react anim on trample attack while fainted (#478)
* TrampleAction now inflicts damage to characters through DamageReceiver * Damage receiver now checks if it is damageable before invoking its damageReceived event
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3 files changed

+10
-3
lines changed

3 files changed

+10
-3
lines changed

Assets/BossRoom/Scripts/Server/Game/Action/TrampleAction.cs

Lines changed: 5 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -161,7 +161,11 @@ private void CollideWithVictim(ServerCharacter victim)
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{
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damage = Description.SplashDamage;
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}
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victim.ReceiveHP(m_Parent, -damage);
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if (victim.gameObject.TryGetComponent(out IDamageable damageable))
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{
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damageable.ReceiveHP(m_Parent, -damage);
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}
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}
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var victimMovement = victim.Movement;

Assets/BossRoom/Scripts/Server/Game/Character/ServerCharacter.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -178,7 +178,7 @@ IEnumerator KilledDestroyProcess()
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/// </summary>
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/// <param name="inflicter">Person dishing out this damage/healing. Can be null. </param>
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/// <param name="HP">The HP to receive. Positive value is healing. Negative is damage. </param>
181-
public void ReceiveHP(ServerCharacter inflicter, int HP)
181+
void ReceiveHP(ServerCharacter inflicter, int HP)
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{
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//to our own effects, and modify the damage or healing as appropriate. But in this game, we just take it straight.
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if (HP > 0)

Assets/BossRoom/Scripts/Server/Game/Entity/DamageReceiver.cs

Lines changed: 4 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -15,7 +15,10 @@ public class DamageReceiver : NetworkBehaviour, IDamageable
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public void ReceiveHP(ServerCharacter inflicter, int HP)
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{
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damageReceived?.Invoke(inflicter, HP);
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if (IsDamageable())
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{
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damageReceived?.Invoke(inflicter, HP);
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}
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}
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public IDamageable.SpecialDamageFlags GetSpecialDamageFlags()

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