Map/TriggerHurt.cs
/// <summary>
/// Deals damage to objects inside
/// </summary>
[Category( "Gameplay" ), Icon( "medical_services" ), EditorHandle( Icon = "🤕" )]
public sealed class TriggerHurt : Component
{
/// <summary>
/// If not empty, the target must have one of these tags
/// </summary>
[Property, Group( "Damage" )] public TagSet DamageTags { get; set; } = new();
/// <summary>
/// How much damage to apply
/// </summary>
[Property, Group( "Damage" )] public float Damage { get; set; } = 10.0f;
/// <summary>
/// The delay between applying the damage
/// </summary>
[Property, Group( "Damage" )] public float Rate { get; set; } = 1.0f;
/// <summary>
/// If not empty, the target must have one of these tags
/// </summary>
[Property, Group( "Target" )] public TagSet Include { get; set; } = new();
/// <summary>
/// If not empty, the target must not have one of these tags
/// </summary>
[Property, Group( "Target" )] public TagSet Exclude { get; set; } = new();
TimeSince timeSinceDamage = 0.0f;
Collider Collider => GetComponent<Collider>();
protected override void OnFixedUpdate()
{
if ( !Networking.IsHost ) return;
if ( timeSinceDamage < Rate ) return;
if ( !Collider.IsValid() ) return;
timeSinceDamage = 0;
foreach ( var touching in Collider.Touching.SelectMany( x => x.GetComponentsInParent<IDamageable>().Distinct() ) )
{
if ( touching is not Component target ) continue;
if ( !Exclude.IsEmpty && target.GameObject.Tags.HasAny( Exclude ) ) continue;
if ( !Include.IsEmpty && !target.GameObject.Tags.HasAny( Include ) ) continue;
DamageInfo damageInfo;
if ( target is Player player )
{
damageInfo = new DamageInfo( Damage, target.GameObject, GameObject );
}
else
{
damageInfo = new DamageInfo( Damage, GameObject, GameObject );
}
damageInfo.Tags.Add( DamageTags );
touching.OnDamage( damageInfo );
}
}
}