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HealthSystem.cs
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64 lines (53 loc) · 1.44 KB
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using UnityEngine;
using UnityEngine.Events;
public class HealthSystem : MonoBehaviour
{
[Header("Health Settings")]
public float maxHealth = 100f;
public float currentHealth;
public bool isInvulnerable = false;
[Header("Events")]
public UnityEvent onDeath;
public UnityEvent<float> onHealthChanged;
public UnityEvent<float> onDamageTaken;
public UnityEvent<float> onHealed;
private void Start()
{
currentHealth = maxHealth;
onHealthChanged?.Invoke(currentHealth);
}
public void TakeDamage(float damage)
{
if (isInvulnerable) return;
currentHealth = Mathf.Max(0, currentHealth - damage);
onDamageTaken?.Invoke(damage);
onHealthChanged?.Invoke(currentHealth);
if (currentHealth <= 0)
{
Die();
}
}
public void Heal(float amount)
{
currentHealth = Mathf.Min(maxHealth, currentHealth + amount);
onHealed?.Invoke(amount);
onHealthChanged?.Invoke(currentHealth);
}
public void SetInvulnerable(bool invulnerable)
{
isInvulnerable = invulnerable;
}
private void Die()
{
onDeath?.Invoke();
// Add additional death logic here
}
public float GetHealthPercentage()
{
return currentHealth / maxHealth;
}
public bool IsAlive()
{
return currentHealth > 0;
}
}