using UnityEngine; using UnityEngine.Events; public class WasDealtDamageTrigger : WasDealtDamageEffect { public float damageNeeded = 25f; public float cd = 0.2f; public bool allowSelfDamage; private float time; private float damageDealt; public UnityEvent triggerEvent; private void Start() { } public override void WasDealtDamage(Vector2 damage, bool selfDamage) { if (!selfDamage || allowSelfDamage) { damageDealt += damage.magnitude; if (damageDealt > damageNeeded && Time.time > time + cd) { time = Time.time; damageDealt = 0f; triggerEvent.Invoke(); } } } }