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octogem/Assets/Scripts/Components/Unit.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Unit : MonoBehaviour
{
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public UnitPosition position;
public UnitHealth health;
public UnitStats stats;
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private List<GenericEffect> activeEffects;
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void Awake()
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{
position = GetComponent<UnitPosition>();
health = GetComponent<UnitHealth>();
stats = GetComponent<UnitStats>();
}
public void Heal(int amount)
{
activeEffects.ForEach(delegate (GenericEffect effect) { effect.BeforeHeal(this, amount); });
if (health != null)
{
health.Heal(amount);
}
activeEffects.ForEach(delegate (GenericEffect effect) { effect.AfterHeal(this, amount); });
}
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public void Damage(int amount)
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{
activeEffects.ForEach(delegate (GenericEffect effect) { effect.BeforeDamage(this, amount); });
if (health != null)
{
health.Damage(amount);
if (health.currentHealth == 0)
{
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Kill();
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}
}
activeEffects.ForEach(delegate (GenericEffect effect) { effect.AfterDamage(this, amount); });
}
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public void Kill()
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{
bool deathPrevented = activeEffects.TrueForAll(delegate (GenericEffect effect) { return effect.BeforeDeath(this); });
if(deathPrevented)
{
if(health.currentHealth <= 0)
{
health.currentHealth = 1;
}
return;
}
//Die. For real.
}
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public void StepTo(MapPosition mapPosition)
{
position.StepTo(mapPosition);
//TODO
}
public void ApplyNewEffect(GenericEffect newEffect)
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{
activeEffects.ForEach(delegate (GenericEffect existingEffect) { existingEffect.BeforeNewEffect(this, newEffect); });
activeEffects.Add(newEffect);
activeEffects.ForEach(delegate (GenericEffect existingEffect) { existingEffect.AfterNewEffect(this, newEffect); });
}
}