Quelques trucs pour structuer
This commit is contained in:
parent
af46b49095
commit
1165e50bb5
15 changed files with 245 additions and 2 deletions
38
Assets/Scripts/HealthHandler.cs
Normal file
38
Assets/Scripts/HealthHandler.cs
Normal file
|
@ -0,0 +1,38 @@
|
|||
using UnityEngine;
|
||||
|
||||
public class HealthHandler : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private float maxHealth;
|
||||
[SerializeField] private float currentHealth;
|
||||
[SerializeField] private float armor;
|
||||
|
||||
public void TakeDamage(float damage)
|
||||
{
|
||||
Debug.Assert(damage >= 0, "Damage cannot be negative, use Heal if you want to heal");
|
||||
currentHealth -= Mathf.Max(0, damage-armor);
|
||||
}
|
||||
|
||||
public void Heal(float value)
|
||||
{
|
||||
Debug.Assert(value >= 0, "value can't be less than zero");
|
||||
currentHealth = Mathf.Min(currentHealth + value, maxHealth);
|
||||
}
|
||||
|
||||
public float GetArmor()
|
||||
{
|
||||
return armor;
|
||||
}
|
||||
|
||||
public void EquipArmor(float armorBoost)
|
||||
{
|
||||
Debug.Assert(armorBoost >= 0, "armorBoost can't be less than zero, use UnEquipArmor instead");
|
||||
armor += armorBoost;
|
||||
}
|
||||
|
||||
public void UnEquipArmor(float armorBoost)
|
||||
{
|
||||
Debug.Assert(armorBoost >= 0, "armorBoost can't be less than zero, use EquipArmor instead");
|
||||
armor -= armorBoost;
|
||||
}
|
||||
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue