您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
54 行
1.1 KiB
54 行
1.1 KiB
using UnityEngine;
|
|
using UnityEngine.Events;
|
|
|
|
public class Damageable : MonoBehaviour
|
|
{
|
|
[SerializeField] private HealthConfigSO _healthConfigSO;
|
|
[SerializeField] private GetHitEffectConfigSO _getHitEffectSO;
|
|
[SerializeField] private Renderer _mainMeshRenderer;
|
|
[SerializeField] private DroppableRewardConfigSO _droppableRewardSO;
|
|
public DroppableRewardConfigSO DroppableRewardConfig => _droppableRewardSO;
|
|
|
|
private int _currentHealth = default;
|
|
|
|
public bool GetHit { get; set; }
|
|
public bool IsDead { get; set; }
|
|
|
|
public GetHitEffectConfigSO GetHitEffectConfig => _getHitEffectSO;
|
|
public Renderer MainMeshRenderer => _mainMeshRenderer;
|
|
|
|
public int CurrentHealth => _currentHealth;
|
|
|
|
public UnityAction OnDie;
|
|
|
|
private void Awake()
|
|
{
|
|
_currentHealth = _healthConfigSO.MaxHealth;
|
|
}
|
|
|
|
public void Kill()
|
|
{
|
|
ReceiveAnAttack(_currentHealth);
|
|
}
|
|
|
|
public void ReceiveAnAttack(int damage)
|
|
{
|
|
if (IsDead)
|
|
return;
|
|
|
|
_currentHealth -= damage;
|
|
GetHit = true;
|
|
if (_currentHealth <= 0)
|
|
{
|
|
IsDead = true;
|
|
if (OnDie != null)
|
|
OnDie.Invoke();
|
|
}
|
|
}
|
|
|
|
public void ResetHealth()
|
|
{
|
|
_currentHealth = _healthConfigSO.MaxHealth;
|
|
IsDead = false;
|
|
}
|
|
}
|