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