Files
real-shooter/Assets/Scripts/Character/CharacterCondition.cs
2022-04-13 11:00:07 +07:00

71 lines
1.6 KiB
C#
Executable File

using System;
using UnityEngine;
public enum NPCState
{
InCover,
InBlancPoint,
InRunning,
}
public class CharacterCondition
{
public event Action<int> OnChangeHealthEvent;
public event Action<int> OnChangeArmourEvent;
public event Action<int> OnChangeAmmunitionEvent;
private int health;
public int HealthPoints
{
get
{
return health;
}
private set
{
health = value;
OnChangeHealthEvent?.Invoke(value);
}
}
private int armour;
public int ArmourPoints
{
get
{
return armour;
}
private set
{
armour = value;
OnChangeArmourEvent?.Invoke(value);
}
}
private int ammo;
public int Ammunition
{
get
{
return ammo;
}
private set
{
ammo = value;
OnChangeAmmunitionEvent?.Invoke(value);
}
}
[HideInInspector]
public NPCState npcState { get; private set; }
public CharacterCondition()
{
var settings = SettingsReader.Instance.GetSettings;
ammo = settings.maxAmmo;
health = settings.maxHealth;
armour = settings.maxArmour;
}
public void GiveHealth(int health) => HealthPoints = Mathf.Clamp(health + HealthPoints, 0, 100);
public void GiveArmour(int armour) => ArmourPoints = Mathf.Clamp(armour + ArmourPoints, 0, 100);
public void TakeAmmo(int ammo) => Ammunition += ammo;
}