miepzerino
2023-12-29 f684297232dcade5775d94f05a59de159e63bd2f
Assets/Scripts/Damageable.cs
@@ -1,12 +1,16 @@
using Assets.Scripts.Enums;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Damageable : MonoBehaviour
{
#if (UNITY_EDITOR)
    // ONLY FOR DEBUG USE
    [SerializeField]
    private bool selfDamage = false;
#endif
    Animator animator;
    [SerializeField]
@@ -19,6 +23,10 @@
    private bool isInvincible = false;
    private float timeSinceHit = 0f;
    public float invincibilityTime = 0.25f;
    public SoundName hitSound;
    public SoundName healSound;
    public SoundName deathSound;
    public int MaxHealth
    {
@@ -41,6 +49,11 @@
            if (value <= 0)
            {
                IsAlive = false;
                // Not needed here as it's played from the Animator
                //if (deathSound != null)
                //{
                SoundManager.instance.PlaySoundAtPoint(gameObject, deathSound);
                //}
            }
        }
    }
@@ -73,18 +86,41 @@
                timeSinceHit += Time.deltaTime;
            }
        }
#if (UNITY_EDITOR)
        if (selfDamage)
        {
            Hit(10);
        }
#endif
    }
    public void Hit(int damage)
    {
        if (IsAlive && !isInvincible)
        {
            Health -= damage;
            int actualDamageAmount = Mathf.Min(damage, Health);
            Health -= actualDamageAmount;
            isInvincible = true;
            CharacterEvents.characterDamaged.Invoke(gameObject, actualDamageAmount);
            SoundManager.instance.PlaySoundAtPoint(gameObject, hitSound);
        }
    }
    public bool Heal(int healAmount)
    {
        bool result = false;
        if (IsAlive && Health < MaxHealth)
        {
            int actualHealAmount = Mathf.Min(healAmount, MaxHealth - Health);
            Health += actualHealAmount;
            CharacterEvents.characterHealed.Invoke(gameObject, actualHealAmount);
            result = true;
            SoundManager.instance.PlaySoundAtPoint(gameObject, healSound);
        }
        return result;
    }
}