67 lines
1.6 KiB
C#
67 lines
1.6 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Gameplay;
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using Script.Gameplay.Interface;
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using UnityEngine;
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using Core;
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using Script.Gameplay.Global;
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namespace Gameplay.Player
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{
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public class PlayerController : MonoBehaviour, IDamageable
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{
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[SerializeField] private int MaxHealth = 100;
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private int currentHealth;
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public int CurrentHealth
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{
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get => currentHealth;
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private set
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{
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currentHealth = value;
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OnHealthChanged?.Invoke(currentHealth);
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}
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}
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public event Action<int> OnHealthChanged;
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public event Action OnDeath;
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private PlayerMoveController playerMoveController;
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private PlayerCameraController playerCameraController;
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private void Awake()
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{
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playerMoveController = GetComponent<PlayerMoveController>();
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playerCameraController = GetComponent<PlayerCameraController>();
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CurrentHealth = MaxHealth;
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ControllerLocator.Instance.Register(this);
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}
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private void Start()
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{
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OnDeath += GameFlowManager.Instance.RestartGame;
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}
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public void TakeDamage(int damage)
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{
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CurrentHealth -= damage;
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if (CurrentHealth <= 0)
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{
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CurrentHealth = 0;
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OnDeath?.Invoke();
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}
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}
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public void Heal(int heal)
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{
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CurrentHealth += heal;
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if (CurrentHealth > MaxHealth)
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{
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CurrentHealth = MaxHealth;
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}
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}
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}
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} |