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@jweimann
jweimann / NPC.cs
Last active December 29, 2016 06:18
using System;
using UnityEngine;
public class NPC : MonoBehaviour
{
[SerializeField] private int startingHp = 100;
[SerializeField] private ParticleSystem deathParticlePrefab;
private int currentHp;
using UnityEngine;
public class NPCParticles : MonoBehaviour
{
[SerializeField] private ParticleSystem deathParticlePrefab;
private void Start()
{
GetComponent<NPC>().OnNPCDied += HandleNPCDied;
}
using System;
using UnityEngine;
public class NPC : MonoBehaviour
{
[SerializeField]
private int startingHp = 100;
[SerializeField]
private ParticleSystem deathParticlePrefab;
using UnityEngine;
using UnityEngine.UI;
public class HPBar : MonoBehaviour
{
private Slider _slider;
private void Start()
{
_slider = GetComponentInChildren<Slider>();
using System;
using UnityEngine;
public class NPC : MonoBehaviour
{
[SerializeField]
private int startingHp = 100;
[SerializeField]
private UnityEngine.UI.Slider hpBarSlider;
[SerializeField]
@jweimann
jweimann / NPC.cs
Last active December 29, 2016 05:11
using System;
using UnityEngine;
public class NPC : MonoBehaviour
{
[SerializeField]
private int _startingHp = 100;
[SerializeField]
private UnityEngine.UI.Slider _hpBarSlider;
public Vector3 TransformHelper.GetDirection(Transform source, Transform destination);
var direction = sourceTransform.DirectionTo(destinationTransform);
var direction = MyReallyBadlyNamedHelperClass.GetDirection(sourceTransform.position, destinationTransform.position);
public static void LookAtY(this Transform transform, Vector3 point)
{
var lookPos = point - transform.position;
lookPos.y = 0;
var rotation = Quaternion.LookRotation(lookPos);
transform.rotation = rotation;
}