Created
October 28, 2017 22:05
-
-
Save JonathanYin/aa71750783a9239ba8cf74ba710d8f5d to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using UnityEngine.UI; | |
using System.Collections; | |
using UnityEngine.SceneManagement; | |
public class PlayerHealth : MonoBehaviour | |
{ | |
public int startingHealth = 100; | |
public int currentHealth; | |
public Slider healthSlider; | |
public Image damageImage; | |
public AudioClip deathClip; | |
public float flashSpeed = 5f; | |
public Color flashColour = new Color(1f, 0f, 0f, 0.1f); | |
Animator anim; | |
AudioSource playerAudio; | |
PlayerMovement playerMovement; | |
PlayerShooting playerShooting; | |
bool isDead; | |
bool damaged; | |
bool healed; | |
void Awake () | |
{ | |
anim = GetComponent <Animator> (); | |
playerAudio = GetComponent <AudioSource> (); | |
playerMovement = GetComponent <PlayerMovement> (); | |
playerShooting = GetComponentInChildren <PlayerShooting> (); | |
currentHealth = startingHealth; | |
} | |
void Update () | |
{ | |
if(damaged) | |
{ | |
damageImage.color = flashColour; | |
} | |
else | |
{ | |
damageImage.color = Color.Lerp (damageImage.color, Color.clear, flashSpeed * Time.deltaTime); | |
} | |
damaged = false; | |
/* | |
if (healed) | |
{ | |
if (currentHealth > 50) { | |
currentHealth = 100; | |
} | |
else | |
{ | |
currentHealth += 50; | |
} | |
} | |
*/ | |
} | |
public void TakeDamage (int amount) | |
{ | |
damaged = true; | |
currentHealth -= amount; | |
healthSlider.value = currentHealth; | |
playerAudio.Play (); | |
if(currentHealth <= 0 && !isDead) | |
{ | |
Death (); | |
} | |
} | |
void Death () | |
{ | |
isDead = true; | |
playerShooting.DisableEffects (); | |
anim.SetTrigger ("Die"); | |
playerAudio.clip = deathClip; | |
playerAudio.Play (); | |
playerMovement.enabled = false; | |
playerShooting.enabled = false; | |
} | |
public void RestartLevel () | |
{ | |
SceneManager.LoadScene (0); | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment