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