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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();
}
}
}
}
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