Created
August 19, 2015 21:51
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Health script and DestroyWhenDead
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using UnityEngine; | |
using System.Collections; | |
[RequireComponent(typeof(HasHealth))] | |
public class DestroyWhenDead : MonoBehaviour | |
{ | |
HasHealth health; | |
///Lazy getter is safe here, because we used RequireComponent | |
public HasHealth Health { | |
get { | |
if (health == null) | |
health = GetComponent<HasHealth>(); | |
return health; | |
} | |
} | |
void Awake() | |
{ | |
//AddListener takes in a UnityAction, which can accept any function that matches it's interface | |
Health.OnDeath.AddListener(DestroyObject); | |
//inline delegates are also accepted | |
//Health.OnDeath.AddListener(delegate () { Destroy(gameObject); }); | |
} | |
void DestroyObject() | |
{ | |
Destroy(gameObject); | |
} | |
} |
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using UnityEngine; | |
using UnityEngine.Events; | |
public class HasHealth : MonoBehaviour | |
{ | |
[SerializeField] | |
float maxHealth = 100f; | |
public float MaxHealth { | |
get { return maxHealth; } | |
set { maxHealth = value; } | |
} | |
protected float currentHealth; | |
public virtual float Health{ | |
get{ return currentHealth; } | |
set{ | |
bool wasAlive = IsAlive; | |
currentHealth = Mathf.Clamp(value, 0f, MaxHealth); | |
OnHealthChanged.Invoke(); | |
if (wasAlive && !IsAlive) | |
OnDeath.Invoke(); | |
else if (!wasAlive && IsAlive) | |
OnAlive.Invoke(); | |
} | |
} | |
/// <summary> | |
/// returns a percent float between 0f and 1f | |
/// </summary> | |
public float HealthPercent { get { return Health / MaxHealth; } } | |
///Called whenever this has health returns to life (called once in Awake) | |
[SerializeField] | |
UnityEvent onAlive; | |
public UnityEvent OnAlive { get { return onAlive; } } | |
///Called whenever the health is updated | |
[SerializeField] | |
UnityEvent onHealthChanged; | |
public UnityEvent OnHealthChanged { get { return onHealthChanged; } } | |
///Called whenever the health is updated and the object is now dead | |
[SerializeField] | |
UnityEvent onDeath; | |
public UnityEvent OnDeath { get { return onDeath; } } | |
public bool IsAlive{ get { return Health > 0; } } | |
public virtual void Awake() | |
{ | |
ResetHealth(); | |
} | |
public virtual void TakeDamage(float damage) | |
{ | |
Health -= damage; | |
} | |
public virtual void Heal(float amount) | |
{ | |
Health += amount; | |
} | |
public void ResetHealth() | |
{ | |
Health = maxHealth; | |
} | |
public void Kill() | |
{ | |
TakeDamage(Health); | |
} | |
} |
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