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@Curookie
Created December 19, 2017 06:46
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PlayerHPCtrl : MonoBehaviour {
public int startingHealth = 100; // The amount of health the player starts the game with.
public int currentHealth; // The current health the player has.
public Slider healthSlider; // Reference to the UI's health bar.
public Image damageImage; // Reference to an image to flash on the screen on being hurt.
public AudioClip deathClip; // The audio clip to play when the player dies.
public float flashSpeed = 5f; // The speed the damageImage will fade at.
public Color flashColour = new Color(1f, 0f, 0f, 0.1f); // The colour the damageImage is set to, to flash.
Animator anim; // Reference to the Animator component.
AudioSource playerAudio; // Reference to the AudioSource component.
PlayerCtrl playerMovement; // Reference to the player's movement.
//PlayerATTCtrl playerShooting; // Reference to the PlayerShooting script.
bool isDead; // Whether the player is dead.
bool damaged; // True when the player gets damaged.
void Awake()
{
// Setting up the references.
anim = GetComponent<Animator>();
playerAudio = GetComponent<AudioSource>();
playerMovement = GetComponent<PlayerCtrl>();
//playerShooting = GetComponentInChildren<PlayerATTCtrl>();
// Set the initial health of the player.
currentHealth = startingHealth;
}
void Update()
{
// If the player has just been damaged...
if (damaged)
{
// ... set the colour of the damageImage to the flash colour.
damageImage.color = flashColour;
}
// Otherwise...
else
{
// ... transition the colour back to clear.
damageImage.color = Color.Lerp(damageImage.color, Color.clear, flashSpeed * Time.deltaTime);
}
// Reset the damaged flag.
damaged = false;
}
public void TakeDamage(int amount)
{
// Set the damaged flag so the screen will flash.
damaged = true;
// Reduce the current health by the damage amount.
currentHealth -= amount;
// Set the health bar's value to the current health.
healthSlider.value = currentHealth;
// Play the hurt sound effect.
playerAudio.Play();
// If the player has lost all it's health and the death flag hasn't been set yet...
if (currentHealth <= 0 && !isDead)
{
// ... it should die.
Death();
}
}
void Death()
{
// Set the death flag so this function won't be called again.
isDead = true;
// Turn off any remaining shooting effects.
//playerShooting.DisableEffects();
// Tell the animator that the player is dead.
anim.SetTrigger("Die");
// Set the audiosource to play the death clip and play it (this will stop the hurt sound from playing).
playerAudio.clip = deathClip;
playerAudio.Play();
// Turn off the movement and shooting scripts.
playerMovement.enabled = false;
//playerShooting.enabled = false;
}
}
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