low health tower particles
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parent
1a04482283
commit
430da56a0f
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@ -13,6 +13,7 @@ GameObject:
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m_Layer: 8
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m_Name: BaseTower
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@ -37,6 +38,7 @@ Transform:
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--- !u!114 &7883233016828513649
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@ -70,6 +72,21 @@ MonoBehaviour:
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OnHealthChange:
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m_PersistentCalls:
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m_Calls: []
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OnHealthChange2:
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m_PersistentCalls:
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m_Calls:
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@ -1114,8 +1145,8 @@ Transform:
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m_LocalRotation: {x: 0.3060453, y: 0.000000023165901, z: -0.0000000074471513, w: 0.952017}
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m_LocalPosition: {x: 0, y: 1.661, z: -3}
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m_LocalRotation: {x: 0.3060453, y: -0.000000023165901, z: 0.0000000074471513, w: 0.952017}
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m_LocalPosition: {x: 0, y: -32.5, z: 39}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children:
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@ -1259,3 +1290,88 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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healthBar: {fileID: 5350365205670160062}
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attachHealth: {fileID: 7883233016828513649}
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value: TowerLowHPParticles
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--- !u!1 &3424060888733970503 stripped
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GameObject:
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m_CorrespondingSourceObject: {fileID: 3625242609487067307, guid: fcc6137314310644387e407a7a1e092f,
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type: 3}
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--- !u!4 &8658008248069201232 stripped
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Transform:
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m_CorrespondingSourceObject: {fileID: 7344433588278711740, guid: fcc6137314310644387e407a7a1e092f,
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@ -0,0 +1,23 @@
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using UnityEngine;
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public class EnableCompare : MonoBehaviour
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{
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[SerializeField] private GameObject toEnable;
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[SerializeField] private float threshold = 20f;
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public void EnableIfLess(float value)
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{
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if (value < threshold)
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{
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toEnable.SetActive(true);
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}
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}
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public void EnableIfGreater(float value)
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{
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if (value > threshold)
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{
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toEnable.SetActive(true);
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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executionOrder: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -13,6 +13,7 @@ public class HealthComponent : MonoBehaviour
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public float StartHealth => startHealth;
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public UnityEvent OnHealthZero;
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public UnityEvent<float, float> OnHealthChange;
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public UnityEvent<float> OnHealthChange2;
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void Awake()
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{
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@ -22,6 +23,7 @@ public class HealthComponent : MonoBehaviour
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public void TakeDamage(float damage)
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{
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OnHealthChange?.Invoke(currentHealth, currentHealth - damage);
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OnHealthChange2?.Invoke(currentHealth - damage);
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OnHealthChangeAtPos?.Invoke(transform.position, currentHealth - damage);
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currentHealth -= damage;
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