2019-08-04 19:08:13 +02:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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2019-08-14 16:17:48 +02:00
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using Saltosion.OneWeapon.Player;
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using Saltosion.OneWeapon.Effects;
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2019-08-04 19:08:13 +02:00
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2019-08-14 16:17:48 +02:00
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namespace Saltosion.OneWeapon.Enemies {
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2019-08-14 22:20:54 +02:00
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[RequireComponent(typeof(Explodable))]
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2019-08-07 20:03:51 +02:00
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public class Health : MonoBehaviour {
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2019-08-04 19:08:13 +02:00
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public float MaxHealth;
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public float CurrentHealth;
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2019-08-04 19:48:26 +02:00
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private PlayerFun PlayerFun;
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2019-08-14 22:20:54 +02:00
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private Explodable Explodable;
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2019-08-04 19:48:26 +02:00
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2019-08-04 19:08:13 +02:00
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private void Start() {
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2019-08-04 19:48:26 +02:00
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PlayerFun = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerFun>();
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2019-08-14 22:20:54 +02:00
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Explodable = GetComponent<Explodable>();
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2019-08-04 19:08:13 +02:00
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}
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2019-08-14 21:31:58 +02:00
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public void Damage(float amount, Vector2 fromDirection, bool applyPlayerDamageBoost) {
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2019-08-14 23:27:14 +02:00
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DebrisLauncher.Splatter(DebrisType.Blood, transform.position, -fromDirection, (int)(amount), 100f, 100);
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2019-08-14 21:31:58 +02:00
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CurrentHealth -= amount * (1 + (applyPlayerDamageBoost ? PlayerFun.CurrentDamageBoost : 0.0f));
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2019-08-14 22:20:54 +02:00
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if (CurrentHealth <= 0) {
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Explodable.Explode(true);
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}
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2019-08-04 19:08:13 +02:00
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}
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}
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}
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