lucid-super-dream/Assets/Scripts/EntityHealth.cs

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2021-01-05 13:10:20 +01:00
using System;
using DG.Tweening;
using UnityEngine;
namespace Weapons.Scripts
{
public class EntityHealth : MonoBehaviour, IDamageable
{
[SerializeField] private float maxHealth;
public float MaxHealth => maxHealth;
private float _currentHealth;
public event Action<float, bool> UpdateHealth;
public event Action OnHit;
public Action Die;
public event Action OnBecameInvincible;
public event Action OnBecameVulnerable;
private float _shieldtimer = 0;
private void Awake()
{
Reset();
}
private void OnEnable()
{
OnBecameVulnerable?.Invoke();
}
private void OnDisable()
{
OnBecameInvincible?.Invoke();
}
public void Reset()
{
_currentHealth = maxHealth;
}
private void Update()
{
if (_shieldtimer >= 0)
_shieldtimer -= Time.deltaTime;
}
public void Hit(float damage, bool crit = false)
{
if (gameObject == null) return;
if ((!enabled && damage > 0) || _currentHealth <= 0) return;
if (_shieldtimer >= 0)
damage = Mathf.Min(0, damage);
_currentHealth -= damage;
if (damage > 0)
OnHit?.Invoke();
UpdateHealth?.Invoke(_currentHealth / maxHealth, crit);
if (_currentHealth <= 0)
Die?.Invoke();
}
}
}