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using UnityEngine;
public class DamagePlayerWhenEnteringRange : MonoBehaviour
{
[SerializeField]
[BalancingParameter(BalancingParameter.EType.Default)]
private float damageWhenEntering;
[SerializeField]
[BalancingParameter(BalancingParameter.EType.Default)]
private float addedDamageWhenEnteringWhileMoving;
[SerializeField]
[BalancingParameter(BalancingParameter.EType.Default)]
private float addedDamageWhenEnteringWhileSprinting;
[SerializeField]
[BalancingParameter(BalancingParameter.EType.Default)]
private float range;
[SerializeField]
[BalancingParameter(BalancingParameter.EType.Default)]
private float slowPlayerFor;
[SerializeField]
private TaggedObject myTaggedObject;
private TaggedObject playerTaggedObj;
private Transform transformPlayer;
private Hp playerHp;
private bool playerWasLastOutsideRange = true;
private PlayerMovement playerMovement;
private Vector3 previousPlayerPosition;
private void Start()
{
playerTaggedObj = TagManager.instance.Players[0];
transformPlayer = playerTaggedObj.transform;
playerHp = playerTaggedObj.Hp;
playerMovement = transformPlayer.GetComponent<PlayerMovement>();
PerkManager instance = PerkManager.instance;
if (instance.CurrentlyEquipped.Contains(instance.tigerGodPerk))
{
damageWhenEntering *= instance.tauntTheTiger_damageMultiplyer;
addedDamageWhenEnteringWhileMoving *= instance.tauntTheTiger_damageMultiplyer;
addedDamageWhenEnteringWhileSprinting *= instance.tauntTheTiger_damageMultiplyer;
}
if (instance.PrayToWarGodsActive)
{
damageWhenEntering *= instance.prayWarGods_dmgMulti;
addedDamageWhenEnteringWhileMoving *= instance.prayWarGods_dmgMulti;
addedDamageWhenEnteringWhileSprinting *= instance.prayWarGods_dmgMulti;
}
}
private void Update()
{
if (Vector3.Distance(base.transform.position, transformPlayer.position) <= range)
{
Vector3 velocity = playerMovement.Velocity;
Vector3 normalized = (transformPlayer.position - base.transform.position).normalized;
if (Vector3.Dot(velocity, normalized) < 0f && playerWasLastOutsideRange)
{
ApplyDamage();
}
playerWasLastOutsideRange = false;
}
else
{
playerWasLastOutsideRange = true;
}
}
private void ApplyDamage()
{
float num = damageWhenEntering;
if (playerMovement.Moving)
{
playerMovement.Slow(slowPlayerFor);
num += addedDamageWhenEnteringWhileMoving;
}
if (playerMovement.Sprinting)
{
playerMovement.Slow(slowPlayerFor);
num += addedDamageWhenEnteringWhileSprinting;
}
playerHp.TakeDamage(num, myTaggedObject);
}
}
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