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using System;
using UnityEngine;
public class Health : MonoBehaviour
{
[SerializeField] private int startingHealth = 100;
private int currentHealth;
public event Action<float> OnHPPctChanged = delegate { };
public event Action OnDied = delegate { };
private void Start()
{
currentHealth = startingHealth;
}
public float CurrentHpPct
{
get { return (float) currentHealth / (float) startingHealth; }
}
public void TakeDamage(int amount)
{
if (amount <= 0)
throw new ArgumentOutOfRangeException("Invalid Damage amount specified: " + amount);
currentHealth -= amount;
OnHPPctChanged(CurrentHpPct);
if (CurrentHpPct <= 0)
Die();
}
private void Die()
{
OnDied();
GameObject.Destroy(this.gameObject);
}
}
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