using UnityEngine; using UnityEngine.UI; using System.Collections; public class PlayerHealth : MonoBehaviour { public int startingHealth = 100; // The amount of health the player starts the game with. public int currentHealth; // The current health the player has. public int healthToRecoverOnPickup; public Slider healthSlider; // Reference to the UI's health bar. public AudioClip deathClip; // The audio clip to play when the player dies. public float flashSpeed = 5f; // The speed the damageImage will fade at. public Color flashColour = new Color(1f, 0f, 0f, 0.1f); // The colour the damageImage is set to, to flash. Animator anim; // Reference to the Animator component. AudioSource playerAudio; // Reference to the AudioSource component. PlayerController playerController; // Reference to the player's movement. //PlayerShoot playerShoot; // Reference to the PlayerShooting script. bool isDead; // Whether the player is dead. bool damaged; // True when the player gets damaged. void Awake () { // Setting up the references. anim = GetComponent (); playerAudio = GetComponent (); playerController = GetComponent (); //playerShooting = GetComponentInChildren (); healthSlider = GameObject.FindGameObjectWithTag("HealthSlider").GetComponent(); // Set the initial health of the player. currentHealth = startingHealth; } void Update () { // Reset the damaged flag. damaged = false; } void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.CompareTag("HealthPickup")) { Debug.Log("Health Pickup"); currentHealth = currentHealth + healthToRecoverOnPickup; if (currentHealth > startingHealth) { currentHealth = startingHealth; } healthSlider.value = currentHealth; } } }