Files
real-shooter/Assets/Scripts/Character/CharacterCondition.cs
2022-04-12 11:54:05 +07:00

39 lines
1.4 KiB
C#
Executable File

using System;
using UnityEngine;
public class CharacterCondition : MonoBehaviour
{
public event Action<object> OnKilledEvent;
public event Action<int> OnDamageHealthTakenEvent;
public event Action<int> OnDamageArmourTakenEvent;
public event Action<int> OnAmmunitionTakenEvent;
[SerializeField] private int HealthPoints;
[SerializeField] private int ArmourPoints;
[SerializeField] private int Ammunition;
public void Start()
{
}
public void GetDamage(float damage)
{
HealthPoints -= Mathf.RoundToInt(damage * (1 - ArmourPoints * 0.5f));
ArmourPoints -= Mathf.RoundToInt(Mathf.Sqrt(damage) * 5);
OnDamageHealthTakenEvent?.Invoke(HealthPoints);
OnDamageArmourTakenEvent?.Invoke(ArmourPoints);
if (HealthPoints < 0)
OnKilledEvent?.Invoke(gameObject);
}
public void GiveHealth(int health) => HealthPoints = Mathf.Clamp(health + HealthPoints, 0, 100);
public void SetHealth(int health) => HealthPoints = Mathf.Clamp(health, 0, 100);
public void GiveArmour(int armour) => ArmourPoints = Mathf.Clamp(armour + ArmourPoints, 0, 100);
public void SetArmour(int armour) => ArmourPoints = Mathf.Clamp(armour, 0, 100);
public void TakeAmmo(int ammo)
{
Ammunition += ammo;
OnAmmunitionTakenEvent?.Invoke(Ammunition);
}
}