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2.4 KiB

using UnityEngine;
using UnityEngine.Events;
public class Damageable : MonoBehaviour
{
[SerializeField] private HealthConfigSO _healthConfigSO;
[SerializeField] private HealthSO _currentHealthSO;
[SerializeField] private GetHitEffectConfigSO _getHitEffectSO;
[SerializeField] private Renderer _mainMeshRenderer;
[SerializeField] private DroppableRewardConfigSO _droppableRewardSO;
[Header("Broadcasting On")]
[SerializeField] private VoidEventChannelSO _updateHealthEvent = default;
[SerializeField] private VoidEventChannelSO _deathEvent = default;
[Header("Listening To")]
[SerializeField] private IntEventChannelSO _restoreHealth = default;
public DroppableRewardConfigSO DroppableRewardConfig => _droppableRewardSO;
public bool GetHit { get; set; }
public bool IsDead { get; set; }
public GetHitEffectConfigSO GetHitEffectConfig => _getHitEffectSO;
public Renderer MainMeshRenderer => _mainMeshRenderer;
public UnityAction OnDie;
private void Awake()
{
if (_currentHealthSO == null)
{
_currentHealthSO = ScriptableObject.CreateInstance<HealthSO>();
_currentHealthSO.SetMaxHealth(_healthConfigSO.InitialHealth);
_currentHealthSO.SetCurrentHealth(_healthConfigSO.InitialHealth);
}
if (_updateHealthEvent != null)
{
_updateHealthEvent.RaiseEvent();
}
}
private void OnEnable()
{
if (_restoreHealth != null)
{
_restoreHealth.OnEventRaised += restoreHealth;
}
}
private void OnDisable()
{
if (_restoreHealth != null)
{
_restoreHealth.OnEventRaised -= restoreHealth;
}
}
public void Kill()
{
ReceiveAnAttack(_currentHealthSO.CurrentHealth);
}
public void ReceiveAnAttack(int damage)
{
if (IsDead)
return;
_currentHealthSO.InflictDamage(damage);
if (_updateHealthEvent != null)
{
_updateHealthEvent.RaiseEvent();
}
GetHit = true;
if (_currentHealthSO.CurrentHealth <= 0)
{
IsDead = true;
if (OnDie != null)
OnDie.Invoke();
if (_deathEvent != null)
_deathEvent.RaiseEvent();
}
}
public void ResetHealth()
{
_currentHealthSO.SetCurrentHealth(_healthConfigSO.InitialHealth);
if (_updateHealthEvent != null)
{
_updateHealthEvent.RaiseEvent();
}
IsDead = false;
}
public void restoreHealth(int healthToAdd)
{
if (IsDead)
return;
_currentHealthSO.RestoreHealth(healthToAdd);
if (_updateHealthEvent != null)
{
_updateHealthEvent.RaiseEvent();
}
}
}