miepzerino
2023-12-15 24253ea93a51232da89a429aa4964578446bca44
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class Damageable : MonoBehaviour
{
    // ONLY FOR DEBUG USE
    [SerializeField]
    private bool selfDamage = false;
    Animator animator;
 
    [SerializeField]
    private int _maxHealth = 100;
    [SerializeField]
    private int _health = 100;
    [SerializeField]
    private bool _isAlive = true;
    [SerializeField]
    private bool isInvincible = false;
    private float timeSinceHit = 0f;
    public float invincibilityTime = 0.25f;
 
    public int MaxHealth
    {
        get { return _maxHealth; }
        set { _maxHealth = value; }
    }
    public int Health
    {
        get { return _health; }
        set
        {
            if (value > MaxHealth)
            {
 
                Debug.Log("Warum?");
                _health = MaxHealth;
            }
            else
            {
                _health = value;
            }
            if (value <= 0)
            {
                IsAlive = false;
            }
        }
    }
    public bool IsAlive
    {
        get { return _isAlive; }
        private set
        {
            _isAlive = value;
            animator.SetBool(AnimationStrings.isAlive, value);
        }
    }
 
    private void Awake()
    {
        //Health = MaxHealth;
        animator = GetComponent<Animator>();
    }
    private void Update()
    {
        if (isInvincible)
        {
            if (timeSinceHit > invincibilityTime)
            {
                isInvincible = false;
                timeSinceHit = 0;
            }
            else
            {
                timeSinceHit += Time.deltaTime;
            }
        }
        if (selfDamage)
        {
            Hit(10);
        }
    }
 
    public void Hit(int damage)
    {
        if (IsAlive && !isInvincible)
        {
            Health -= damage;
            isInvincible = true;
 
            CharacterEvents.characterDamaged.Invoke(gameObject, damage);
        }
    }
}