feat: Player & Camera
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83
Assets/_Content/Scripts/Combat/Health.cs
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83
Assets/_Content/Scripts/Combat/Health.cs
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using System;
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using UnityEngine;
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namespace Arena.Combat
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{
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/// <summary>
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/// Hit points of an entity. Serialized inside the component that owns it (Player, Enemy),
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/// which calls Initialize in its Awake.
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/// </summary>
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[System.Serializable]
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public class Health
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{
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#region Fields
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[Tooltip("Hit points when full.")]
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[Min(1)] public int Max = 100;
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[Tooltip("Current hit points, visible for debugging.")]
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[SerializeField] private int _current;
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/// <summary>
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/// Raised with the current and max hit points each time they change.
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/// </summary>
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public event Action<int, int> OnChange;
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/// <summary>
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/// Raised once, when the hit points reach zero.
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/// </summary>
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public event Action OnDied;
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public int Current => _current;
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public bool IsDead => _current <= 0;
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#endregion
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#region Public Methods
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/// <summary>
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/// Fills the hit points. Called by the owner in its Awake.
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/// </summary>
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public void Initialize()
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{
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SetCurrent(Max);
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}
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/// <summary>
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/// Removes hit points and raises OnDied the first time they reach zero.
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/// </summary>
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public void TakeDamage(int amount)
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{
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if (IsDead || amount <= 0)
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return;
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SetCurrent(_current - amount);
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if (IsDead)
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OnDied?.Invoke();
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}
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/// <summary>
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/// Gives hit points back without exceeding Max. Has no effect once dead.
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/// </summary>
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public void Heal(int amount)
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{
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if (IsDead || amount <= 0)
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return;
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SetCurrent(_current + amount);
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}
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#endregion
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#region Private Methods
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private void SetCurrent(int value)
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{
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_current = Mathf.Clamp(value, 0, Max);
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OnChange?.Invoke(_current, Max);
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}
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#endregion
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}
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}
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