reworking effects, turning them into their own scene for replicability
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20
Gameplay/Effects/ClickEffects/ClickEffect1.cs
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20
Gameplay/Effects/ClickEffects/ClickEffect1.cs
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using Godot;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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public partial class ClickEffect1 : ClickEffect
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{
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public override void Fire()
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{
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base.Fire();
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if (_available && (_calls <= _maxCalls || _maxCalls == 0))
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{
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List<Shield> shields = _contact._button._phone._player._board._shields.Where(s=>!s._broken).ToList();
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int shieldNumber = Globals._rng.Next(0, shields.Count);
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int damage = Globals._rng.Next(-50,-30);
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shields[shieldNumber].ChangeHealth(damage);
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_contact._button._phone._player._debug.Text = "Shield "+shieldNumber+" damaged for "+damage+" Damage!";
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}
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}
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}
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