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using UnityEngine;
public class NPC : MonoBehaviour
{
internal void TakeDamage(int amount)
{
GetComponent<IHealth>().TakeDamage(amount);
}
}
using UnityEngine;
using UnityEngine.UI;
public class HPBar : MonoBehaviour
{
private Slider slider;
private void Start()
{
slider = GetComponentInChildren<Slider>();
using UnityEngine;
using UnityEngine.UI;
public class HPBar : MonoBehaviour
{
private Slider slider;
private void Start()
{
slider = GetComponentInChildren<Slider>();
using UnityEngine;
public class NPCParticles : MonoBehaviour
{
[SerializeField] private ParticleSystem deathParticlePrefab;
private void Start()
{
GetComponent<IHealth>().OnDied += HandleNPCDied;
}
using UnityEngine;
public class NPCDamager : MonoBehaviour
{
private void Update()
{
if (Input.GetButtonDown("Fire1"))
{
DamageNPCs();
}
using System;
using System.Collections;
using UnityEngine;
public class NumberOfHitsHealth : MonoBehaviour, IHealth
{
[SerializeField]
private int healthInHits = 5;
[SerializeField]
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/Assets/AssetStoreTools*
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
using UnityEngine;
public class OculusHapticsController : MonoBehaviour
{
[SerializeField]
OVRInput.Controller controllerMask;
private OVRHapticsClip clipLight;
private OVRHapticsClip clipMedium;
private OVRHapticsClip clipHard;
public enum VibrationForce
{
Light,
Medium,
Hard,
}
using UnityEngine;
public class OculusDemo : MonoBehaviour
{
[SerializeField]
OculusHapticsController leftControllerHaptics;
[SerializeField]
OculusHapticsController rightControllerHaptics;