using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Events; using UnityEngine.UI; public class Enemy : MonoBehaviour { public EnemyConfig enemyConfig; public GameObject enemyPosition; [SerializeField] private Text enemyName; [SerializeField] private Text enemyMaxHp; [SerializeField] private Text enemyHp; [SerializeField] private Slider enemyHealthbar; [SerializeField] private int hp; [Header("For checking. dont touch this")] [SerializeField] int phaseAttack = 0; public List attackLoop = new List(); [HideInInspector] public int index; public void ChangeHp(int damage) { hp -= damage; if (hp <= 0) { Death(); } else if (hp > enemyConfig.enemyCharacteristics.maxHp) { hp = enemyConfig.enemyCharacteristics.maxHp; } enemyHp.text = hp.ToString(); enemyHealthbar.value = hp; } public void NewInformation() { SpriteRenderer _sprRend = enemyPosition.GetComponent(); _sprRend.sprite = enemyConfig.enemyCharacteristics.sprite; var _character = enemyConfig.enemyCharacteristics; enemyName.text = _character.name; enemyMaxHp.text = _character.maxHp.ToString(); enemyHp.text = _character.maxHp.ToString(); enemyHealthbar.maxValue = _character.maxHp; enemyHealthbar.value = _character.maxHp; hp = _character.maxHp; } public void Death() { SpriteRenderer _sprRend = enemyPosition.GetComponent(); _sprRend.sprite = null; Session.instance.EnemyDeath(index); gameObject.SetActive(false); } public void Turn() { BaseEnemyTurn.basic.FindLoopTurn(this.gameObject, phaseAttack); phaseAttack++; } }