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35
Assets/ThirdParty/DestroyIt/Scripts/Runtime/Behaviors/WhenRepaired.cs
vendored
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35
Assets/ThirdParty/DestroyIt/Scripts/Runtime/Behaviors/WhenRepaired.cs
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using UnityEngine;
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namespace DestroyIt
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{
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/// <summary>
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/// This is a helper script that listens to a Destructible object's RepairedEvent and runs additional code when the object is repaired.
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/// Put this script on a GameObject that has the Destructible script.
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/// </summary>
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[RequireComponent(typeof(Destructible))]
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public class WhenRepaired : MonoBehaviour
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{
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private Destructible _destObj;
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private void Start()
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{
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// Try to get the Destructible script on the object. If found, attach the OnRepaired event listener to the RepairedEvent.
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_destObj = gameObject.GetComponent<Destructible>();
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if (_destObj != null)
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_destObj.RepairedEvent += OnRepaired;
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}
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private void OnDisable()
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{
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// Unregister the event listener when disabled/destroyed. Very important to prevent memory leaks due to orphaned event listeners!
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if (_destObj == null) return;
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_destObj.RepairedEvent -= OnRepaired;
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}
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/// <summary>When the Destructible object is repaired, the code in this method will run.</summary>
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private void OnRepaired()
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{
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Debug.Log($"{_destObj.name} was repaired {_destObj.LastRepairedAmount} hit points");
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}
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}
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}
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