Created
November 13, 2015 18:57
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using UnityEngine; | |
using System.Collections; | |
public class EnemyHealth : MonoBehaviour { | |
public float hitPoints = 100f;//max health | |
public float currentHitPoints;//current health | |
public GameObject destroyFX;//not sure why you use GameObject rather than Transform... | |
public GameObject healthbar; | |
public Color32 startColor; | |
public Color32 middleColor; | |
public Color32 endColor; | |
void Start () { | |
currentHitPoints = hitPoints;//starting health, which is max health | |
} | |
void TakeDamage(float amt) { //amt=amount of health | |
currentHitPoints -= amt; | |
//float healthCalc = currentHitPoints / hitPoints; //if currentHitPoints 80 / 100 = 0.8f //this will decrease the healthbar when taking damage | |
//setHealthbar(healthCalc); | |
setHealthbar(); | |
if (currentHitPoints <=0) { | |
currentHitPoints = 0; | |
Die(); | |
} | |
} | |
void Die() { | |
if(gameObject.tag == "Enemy") { | |
//Instantiate(destroyFX, this.transform.position, this.transform.rotation); <- need an explosion! not sure why we need keyword: "this." | |
Destroy (gameObject); | |
//Debug.Log ("Enemy Object Has died"); | |
} | |
} | |
public void setHealthbar (float enemyHealth) { | |
//enemyHealth valve 0-1, <- health goes from 0=0% to 1=100%? | |
float healthCalc = currentHitPoints / hitPoints; | |
healthbar.transform.localScale = new Vector3(enemyHealth, healthbar.transform.localScale.y, healthbar.transform.localScale.z); | |
if (healthCalc < 0.5f) { | |
healthbar.color = Color.Lerp(endColor, middleColor, healthCalc * 2); | |
} | |
else { | |
healthbar.color = Color.Lerp(middleColor, startColor, (healthCalc - 0.5f) * 2); | |
} | |
} | |
} |
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