PO/Assets/Scripts/Enemy.cs

55 lines
1.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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;
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<SpriteRenderer>();
_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<SpriteRenderer>();
_sprRend.sprite = null;
Camera.main.GetComponent<Session>().EnemyDeath();
gameObject.SetActive(false);
}
}