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using RPGCore.Core.Objects;
using RPGCore.ObjectModules.EventObjectModule;
namespace IntoTheAbyss.Events
{
public class DamageEvent : BasePreventableEvent<BaseObject>
{
public BaseObject target;
public BaseObject attacker;
public int damage;
}
}
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using RPGCore.Core.Objects;
using RPGCore.ObjectModules.EventObjectModule;
namespace IntoTheAbyss.Events
{
public class DeathEvent : BasePreventableEvent<BaseObject>
{
public BaseObject target;
}
}
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using RPGCore.Core.Objects;
using RPGCore.ObjectModules.EventObjectModule;
namespace IntoTheAbyss.Events
{
public class ReviveEvent : BasePreventableEvent<BaseObject>
{
public BaseObject target;
public int health = 1;
}
}
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using RPGCore.Core.Objects;
using RPGCore.ObjectModules.EventObjectModule;
using UnityEngine;
namespace IntoTheAbyss.Events
{
public class RotateEvent : BasePreventableEvent<UnitObject>
{
public UnitObject unit;
public Vector3 direction;
}
}
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using RPGCore.StatusEffect.ObjectModules.StatusObjectModule;
using RPGCoreCommon.Settings;
using UnityEngine;
namespace IntoTheAbyss.Runtime.Scripts
{
public class IntoTheAbyssSettings : CustomSettingsSO
{
[Header("Statuses Definitions")]
public StatusDefinitionSO runStatusDefinitionSO;
public StatusDefinitionSO deathStatusDefinitionSO;
public StatusDefinitionSO notMovableStatusDefinitionSO;
}
}
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using IntoTheAbyss.Events;
using IntoTheAbyss.Runtime.Scripts;
using RPGCore.Core.Objects;
using RPGCore.ObjectModules.EventObjectModule;
using RPGCore.StatusEffect.ObjectModules.StatusObjectModule;
using RPGCoreCommon.Settings;
namespace IntoTheAbyss.ObjectExtensions
{
public static class BaseObjectExtensions
{
/// <summary>Try to kill this object.</summary>
public static void Death(this BaseObject obj)
{
var deathStatusDefinitionSO = SettingsManager.Get<IntoTheAbyssSettings>().deathStatusDefinitionSO;
if (obj.GetComponent<StatusModule>().Check(deathStatusDefinitionSO)) return;
var deathEvent = new DeathEvent { target = obj };
obj.events.InvokeBefore(deathEvent);
if (deathEvent.isPrevented) return;
obj.GetComponent<StatusModule>().Apply(deathStatusDefinitionSO);
obj.events.InvokeAfter(deathEvent);
}
/// <summary>Try to revive this object.</summary>
public static void Revive(this BaseObject obj)
{
var deathStatusDefinitionSO = SettingsManager.Get<IntoTheAbyssSettings>().deathStatusDefinitionSO;
if (obj.GetComponent<StatusModule>().Check(deathStatusDefinitionSO) == false) return;
var reviveEvent = new ReviveEvent { target = obj };
obj.events.InvokeBefore(reviveEvent);
if (reviveEvent.isPrevented) return;
obj.GetComponent<StatusModule>().Remove(deathStatusDefinitionSO);
obj.events.InvokeAfter(reviveEvent);
}
}
}
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