3DTD/Assets/Scripts/Utilities/HealthComponent.cs

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using UnityEngine;
using UnityEngine.Events;
using System;
public class HealthComponent : MonoBehaviour
{
[SerializeField] float startHealth = 100;
public float currentHealth { get; private set; }
public static event Action<Vector3, float> OnHealthChangeAtPos;
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public float StartHealth => startHealth;
public UnityEvent OnHealthZero;
public UnityEvent<float, float> OnHealthChange;
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public UnityEvent<float> OnHealthChange2;
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public UnityEvent OnHealthChange3;
void Awake()
{
currentHealth = startHealth;
}
public void TakeDamage(float damage)
{
OnHealthChange?.Invoke(currentHealth, currentHealth - damage);
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OnHealthChange2?.Invoke(currentHealth - damage);
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OnHealthChange3.Invoke();
OnHealthChangeAtPos?.Invoke(transform.position, currentHealth - damage);
currentHealth -= damage;
currentHealth = (int) Mathf.Clamp(currentHealth, 0f, Mathf.Infinity);
if (currentHealth == 0)
OnHealthZero?.Invoke();
}
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public void SimpleKill()
{
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CameraController.instance.ShakeCamera(5,1);
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Destroy(gameObject);
}
}