55 lines
1.5 KiB
C#
55 lines
1.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class Enemy : MonoBehaviour
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{
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public EnemyConfig enemyConfig;
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public GameObject enemyPosition;
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[SerializeField] private Text enemyName;
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[SerializeField] private Text enemyMaxHp;
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[SerializeField] private Text enemyHp;
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[SerializeField] private Slider enemyHealthbar;
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[SerializeField] private int hp;
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public void ChangeHp(int damage)
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{
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hp -= damage;
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if (hp<=0)
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{
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Death();
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}
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else if(hp > enemyConfig.enemyCharacteristics.maxHp)
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{
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hp = enemyConfig.enemyCharacteristics.maxHp;
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}
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enemyHp.text = hp.ToString();
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enemyHealthbar.value = hp;
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}
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public void NewInformation()
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{
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SpriteRenderer _sprRend = enemyPosition.GetComponent<SpriteRenderer>();
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_sprRend.sprite = enemyConfig.enemyCharacteristics.sprite;
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var _character = enemyConfig.enemyCharacteristics;
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enemyName.text = _character.name;
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enemyMaxHp.text = _character.maxHp.ToString();
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enemyHp.text = _character.maxHp.ToString();
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enemyHealthbar.maxValue = _character.maxHp;
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enemyHealthbar.value = _character.maxHp;
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hp = _character.maxHp;
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}
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public void Death()
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{
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SpriteRenderer _sprRend = enemyPosition.GetComponent<SpriteRenderer>();
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_sprRend.sprite = null;
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Camera.main.GetComponent<Session>().EnemyDeath();
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gameObject.SetActive(false);
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}
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}
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