working on enemies
This commit is contained in:
@@ -1,8 +1,13 @@
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using System;
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using RebootKit.Engine.Extensions;
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using RebootKit.Engine.Main;
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using RebootKit.Engine.Network;
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using RebootKit.Engine.Simulation;
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using RebootReality.jelycho.Player;
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using Unity.Mathematics;
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using UnityEngine;
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using UnityEngine.AI;
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using UnityEngine.Events;
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using Logger = RebootKit.Engine.Foundation.Logger;
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namespace RebootReality.jelycho.Enemies {
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@@ -18,21 +23,39 @@ namespace RebootReality.jelycho.Enemies {
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}
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}
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public interface IKillable {
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bool IsAlive();
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float OnHit(Actor attacker, float damage);
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}
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public class ZombieActor : Actor, IKillable {
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static readonly Logger s_Logger = new Logger(nameof(ZombieActor));
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static readonly int s_MovementSpeedHash = Animator.StringToHash("MovementSpeed");
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enum AIState {
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Idle,
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Dead,
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AttackBase,
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AttackCharacter,
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PanicEscape,
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Berserk
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}
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[SerializeField] Animator m_Animator;
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[SerializeField] NavMeshAgent m_NavAgent;
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[SerializeField] Collider[] m_RagdollColliders;
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[SerializeField] Rigidbody[] m_RagdollRigidbodies;
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[SerializeField] Collider[] m_Hitboxes;
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[SerializeField] float m_MaxAttackDistance = 1.0f;
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[SerializeField] float m_LoseInterestMinDistance = 10.0f;
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[SerializeField] ulong m_BaseDamage = 10;
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[SerializeField] float m_AttackDelay = 1.0f;
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AIState m_State = AIState.Idle;
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PlayerActor m_PlayerTarget;
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float m_NextAttackTimer;
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public UnityEvent died = new UnityEvent();
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//
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// @MARK: Unity callbacks
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@@ -40,6 +63,151 @@ namespace RebootReality.jelycho.Enemies {
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void Awake() {
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SetRagdollLocal(false);
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}
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//
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// @MARK: Actor
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//
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public override void OnClientTick(float deltaTime) {
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base.OnClientTick(deltaTime);
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if (!IsAlive()) {
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return;
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}
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float velXZ = m_NavAgent.velocity.With(y: 0).magnitude;
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m_Animator.SetFloat(s_MovementSpeedHash, velXZ);
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}
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public override void OnServerTick(float deltaTime) {
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base.OnServerTick(deltaTime);
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if (RR.World.Context is not WorldContext world) {
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s_Logger.Error("Invalid world context");
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return;
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}
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switch (m_State) {
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case AIState.Idle: {
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ServerTickIdle(deltaTime);
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break;
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}
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case AIState.AttackBase: {
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ServerTickAttackBase(deltaTime);
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break;
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}
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case AIState.AttackCharacter: {
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ServerTickAttackCharacter(deltaTime);
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break;
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}
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case AIState.PanicEscape: {
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break;
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}
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case AIState.Berserk: {
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ServerTickBerserk(deltaTime);
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break;
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}
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}
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}
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//
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// @MARK: Zombie
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//
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void ServerTickIdle(float dt) {
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(PlayerActor playerActor, float distSqToPlayer) = FindClosestPlayerActor(transform.position);
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if (playerActor == null || distSqToPlayer >= m_LoseInterestMinDistance * m_LoseInterestMinDistance) {
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return;
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}
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m_State = AIState.AttackCharacter;
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m_PlayerTarget = playerActor;
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s_Logger.Info($"Found player actor to attack: {m_PlayerTarget}");
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m_NavAgent.SetDestination(m_PlayerTarget.transform.position);
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m_NavAgent.isStopped = false;
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}
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void ServerTickAttackCharacter(float dt) {
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if (m_PlayerTarget == null || !m_PlayerTarget.IsAlive()) {
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SetIdleState();
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return;
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}
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float3 playerPos = m_PlayerTarget.transform.position;
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float3 zombiePos = transform.position;
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float distToPlayerSq = math.distancesq(playerPos, zombiePos);
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if (distToPlayerSq >= m_LoseInterestMinDistance * m_LoseInterestMinDistance) {
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SetIdleState();
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return;
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}
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if (distToPlayerSq <= m_MaxAttackDistance * m_MaxAttackDistance) {
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m_NextAttackTimer -= dt;
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if (m_NextAttackTimer <= 0.0f) {
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m_Animator.CrossFade("Attack_0", 0.0f, 0);
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m_NextAttackTimer = m_AttackDelay;
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}
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if (!m_NavAgent.isStopped) {
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m_NavAgent.isStopped = true;
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}
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return;
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}
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float distFromDstToTargetSq = math.distancesq(playerPos, m_NavAgent.destination);
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if (distFromDstToTargetSq > 1.0f) {
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m_NavAgent.isStopped = false;
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m_NavAgent.SetDestination(m_PlayerTarget.transform.position);
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}
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}
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void ServerTickAttackBase(float dt) {
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}
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void ServerTickBerserk(float dt) {
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}
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void SetIdleState() {
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m_PlayerTarget = null;
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m_State = AIState.Idle;
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}
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void Die() {
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s_Logger.Info("Die");
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EnableRagdoll();
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m_State = AIState.Dead;
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died.Invoke();
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}
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(PlayerActor, float) FindClosestPlayerActor(float3 origin) {
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if (RR.World.Context is not WorldContext context) {
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return (null, -1.0f);
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}
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PlayerActor res = null;
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float closestDistanceSq = float.MaxValue;
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foreach (Actor actor in RR.Actors()) {
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if (actor is not PlayerActor playerActor) {
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continue;
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}
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float distSq = math.distancesq(actor.transform.position, origin);
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if (distSq < closestDistanceSq) {
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res = playerActor;
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closestDistanceSq = distSq;
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}
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}
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return (res, closestDistanceSq);
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}
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//
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// @MARK: Actor
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@@ -85,29 +253,29 @@ namespace RebootReality.jelycho.Enemies {
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//
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// @MARK: IKillable
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//
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public float Health { get; private set; } = 100.0f;
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public ulong Health { get; private set; } = 100;
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public bool IsAlive() {
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return Health > 0.0f;
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return Health > 0;
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}
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public float OnHit(Actor attacker, float damage) {
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public ulong OnHit(Actor attacker, ulong damage) {
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if (!RR.IsServer()) {
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s_Logger.Error("OnHit can only be called on the server.");
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return 0.0f;
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return 0;
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}
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if (!IsAlive()) {
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return 0.0f;
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return 0;
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}
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s_Logger.Info($"Hit: {damage}");
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damage = math.min(damage, Health);
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Health -= damage;
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if (Health <= 0.0f) {
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s_Logger.Info("Die");
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EnableRagdoll();
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return damage - Mathf.Abs(Health);
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if (Health <= 0) {
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Die();
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return damage;
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}
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return damage;
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