using System.Collections; using Sonigon; using UnityEngine; public class DamageOverTime : MonoBehaviour { private HealthHandler health; private CharacterData data; private void Start() { health = GetComponent(); data = GetComponent(); } public void TakeDamageOverTime(Vector2 damage, Vector2 position, float time, float interval, Color color, SoundEvent soundDamageOverTime, GameObject damagingWeapon = null, Player damagingPlayer = null, bool lethal = true) { StartCoroutine(DoDamageOverTime(damage, position, time, interval, color, soundDamageOverTime, damagingWeapon, damagingPlayer, lethal)); } private IEnumerator DoDamageOverTime(Vector2 damage, Vector2 position, float time, float interval, Color color, SoundEvent soundDamageOverTime, GameObject damagingWeapon = null, Player damagingPlayer = null, bool lethal = true) { float damageDealt = 0f; float damageToDeal = damage.magnitude; float dpt = damageToDeal / time * interval; while (damageDealt < damageToDeal) { if (soundDamageOverTime != null && data.isPlaying && !data.dead) { SoundManager.Instance.Play(soundDamageOverTime, base.transform); } damageDealt += dpt; health.DoDamage(damage.normalized * dpt, position, color, damagingWeapon, damagingPlayer, healthRemoval: true, lethal); yield return new WaitForSeconds(interval / TimeHandler.timeScale); } } }