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https://github.com/ConjureETS/Labo_2_Equ_3_a15.git
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63 lines
2.3 KiB
C#
63 lines
2.3 KiB
C#
using UnityEngine;
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using UnityEngine.UI;
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using System.Collections;
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public class PlayerHealth : MonoBehaviour
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{
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public int startingHealth = 100; // The amount of health the player starts the game with.
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public int currentHealth; // The current health the player has.
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public int healthToRecoverOnPickup;
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public Slider healthSlider; // Reference to the UI's health bar.
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public AudioClip deathClip; // The audio clip to play when the player dies.
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public float flashSpeed = 5f; // The speed the damageImage will fade at.
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public Color flashColour = new Color(1f, 0f, 0f, 0.1f); // The colour the damageImage is set to, to flash.
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Animator anim; // Reference to the Animator component.
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AudioSource playerAudio; // Reference to the AudioSource component.
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PlayerController playerController; // Reference to the player's movement.
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//PlayerShoot playerShoot; // Reference to the PlayerShooting script.
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bool isDead; // Whether the player is dead.
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bool damaged; // True when the player gets damaged.
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void Awake ()
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{
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// Setting up the references.
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anim = GetComponent <Animator> ();
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playerAudio = GetComponent <AudioSource> ();
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playerController = GetComponent <PlayerController> ();
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//playerShooting = GetComponentInChildren <PlayerShooting> ();
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healthSlider = GameObject.FindGameObjectWithTag("HealthSlider").GetComponent<Slider>();
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// Set the initial health of the player.
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currentHealth = startingHealth;
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}
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void Update ()
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{
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// Reset the damaged flag.
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damaged = false;
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}
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void OnTriggerEnter2D(Collider2D other)
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{
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if (other.gameObject.CompareTag("HealthPickup"))
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{
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Debug.Log("Health Pickup");
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currentHealth = currentHealth + healthToRecoverOnPickup;
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if (currentHealth > startingHealth)
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{
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currentHealth = startingHealth;
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}
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healthSlider.value = currentHealth;
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}
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}
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}
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