using Godot; public partial class HurtArea : Area2D, IHurt { public delegate void HurtDelegate(ActivityObject target, int damage, float angle); public event HurtDelegate OnHurtEvent; public ActivityObject ActivityObject { get; private set; } public void InitActivityObject(ActivityObject activityObject) { ActivityObject = activityObject; } public override void _Ready() { Monitoring = false; } public void Hurt(ActivityObject target, int damage, float angle) { if (OnHurtEvent != null) { OnHurtEvent(target, damage, angle); } } }