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ShootPath.cs
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58 lines (50 loc) · 1.21 KB
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ShootPath : MonoBehaviour
{
[SerializeField]
private Slider slider;
[SerializeField]
private GameObject _explosion;
private float maxHealth = 100f;
private float health;
private void Start()
{
health = maxHealth;
slider.value = CalculateHealth();
}
public void ReduceHealth(float val)
{
if(health <= 100 && health > 0)
{
health -= val;
slider.value = CalculateHealth();
}
else
{
Instantiate(_explosion, this.transform.position, Quaternion.identity);
Destroy(this.gameObject);
}
}
public void DestroyMe()
{
Destroy(this.gameObject);
}
float CalculateHealth()
{
return health / maxHealth;
}
private void OnTriggerExit(Collider other)
{
if(other.tag == "Player")
{
Player player = other.GetComponent<Player>();
if(player != null)
{
player.OnDamageExit();
}
}
}
}