PO/Assets/Scripts/Player.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Player : MonoBehaviour
{
public static Player main;
[SerializeField] private Text playerName;
[SerializeField] private Text playerMaxHp;
[SerializeField] private Text playerHp;
[SerializeField] private Slider playerHealthbar;
[SerializeField] private Image marker;
[SerializeField] private Button buttonInPlayer;
//[SerializeField] private Sprite armorSprite;
[SerializeField] private Image armorIcon;
[SerializeField] private Text armorText;
[Header("dont touch this. standart preset, change session")]
public PlayerConfig playerConfig;
[SerializeField] private int hp;
[SerializeField] private int armor;
private void Awake()
{
if (main != null && main != this)
{
Debug.LogWarning("2 session on the scene");
Destroy(this);
return;
}
main = this;
}
public void NewInformation()
{
var _character = playerConfig.characterCharacteristics;
Image _image = buttonInPlayer.image;
_image.sprite = playerConfig.characterCharacteristics.sprite;
playerName.text = _character.namePlayer;
playerMaxHp.text = _character.maxHp.ToString();
playerHp.text = playerMaxHp.text;
playerHealthbar.maxValue = _character.maxHp;
playerHealthbar.value = playerHealthbar.maxValue;
hp = _character.maxHp;
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AddArmor(_character.armor);
}
public void ReupdateArmorIconAndText()
{
if(armor <= 0)
{
armorIcon.enabled = false;
armorText.text = "";
}
else
{
armorIcon.enabled = true;
armorText.text = armor.ToString();
}
}
public void ChangeHp(int damage)
{
if (damage < 0)
{
hp -= damage;
}
else
{
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AddArmor(-damage);
if (armor < 0)
{
hp -= Mathf.Abs(armor);
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AddArmor(-armor);
}
}
if (hp <= 0)
{
hp = 0;
Death();
}
else if (hp > playerConfig.characterCharacteristics.maxHp)
{
hp = playerConfig.characterCharacteristics.maxHp;
}
playerMaxHp.text = hp.ToString();
playerHealthbar.value = hp;
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}
public void OnClick()
{
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//DeckManager.main.ActionInPlayer();
}
public void AddArmor(int value)
{
armor += value;
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ReupdateArmorIconAndText();
}
public void Death()
{
Session.main.Defeat();
}
public void OnMarker()
{
marker.enabled = true;
}
public void OffMarker()
{
marker.enabled = false;
}
public bool CheckMarker()
{
return marker.enabled;
}
}