using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// Sci-Fi Ship Controller. Copyright (c) 2018-2023 SCSM Pty Ltd. All rights reserved.
namespace SciFiShipController
{
///
/// Attach a DamageReceiver component to an object in your scene, then use your
/// own code to process the damage received after being hit by a projectile or
/// (laser) beam.
/// This is only sample to demonstrate how API calls could be used in
/// your own code. You should write your own version of this in your own
/// namespace.
///
[AddComponentMenu("Sci-Fi Ship Controller/Samples/Object Damage")]
[HelpURL("http://scsmmedia.com/ssc-documentation")]
[RequireComponent(typeof(SciFiShipController.DamageReceiver))]
public class SampleObjectDamage : MonoBehaviour
{
#region Public Variables
public float health = 100;
#endregion
#region Initialisation Methods
void Start()
{
DamageReceiver damageReceiver = GetComponent();
if (damageReceiver != null)
{
damageReceiver.callbackOnHit = TakeDamage;
}
}
#endregion
#region Public Member Methods
///
/// This routine is called by Sci-Fi Ship Controller when a projectile hits it.
///
///
public void TakeDamage(CallbackOnObjectHitParameters callbackOnObjectHitParameters)
{
var projectile = callbackOnObjectHitParameters.projectilePrefab;
if (projectile != null)
{
health -= projectile.damageAmount;
// Uncomment if you want to debug in the editor
//#if UNITY_EDITOR
//Debug.Log("Projectile: " + projectile.name + " hit " + gameObject.name + " with damage amount of " + projectile.damageAmount + " Health: " + health);
//#endif
}
// must have been a beam weapon that fired at the object
else
{
// if we don't need to know what hit the object, simply reduce the health
health -= callbackOnObjectHitParameters.damageAmount;
// Uncomment if you want to debug in the editor
//#if UNITY_EDITOR
//var beam = callbackOnObjectHitParameters.beamPrefab;
//Debug.Log("Beam: " + beam.name + " hit " + gameObject.name + " with damage amount of " + callbackOnObjectHitParameters.damageAmount + " Health: " + health);
//#endif
}
if (health < 0f)
{
Destroy(gameObject);
}
}
#endregion
}
}