88 lines
2.2 KiB
C#
88 lines
2.2 KiB
C#
using System;
|
|
using UnityEngine;
|
|
|
|
namespace Arena.Combat
|
|
{
|
|
/// <summary>
|
|
/// Health points of an entity. Serialized inside the component that owns it (Player, Destructible),
|
|
/// which calls Initialize in its Awake.
|
|
/// </summary>
|
|
[System.Serializable]
|
|
public class Health
|
|
{
|
|
#region FIELDS
|
|
|
|
[Tooltip("Health points when full.")]
|
|
[Min(1)] public int Max = 100;
|
|
|
|
[Tooltip("Current health points, visible for debugging.")]
|
|
[SerializeField] private int _current;
|
|
|
|
/// <summary>
|
|
/// Raised with the current and max health points each time they change.
|
|
/// </summary>
|
|
public event Action<int, int> OnChange;
|
|
|
|
/// <summary>
|
|
/// Raised once, when the health points reach zero.
|
|
/// </summary>
|
|
public event Action OnDied;
|
|
|
|
public int Current => _current;
|
|
public bool IsDead => _current <= 0;
|
|
|
|
#endregion
|
|
|
|
#region PUBLIC METHODS
|
|
|
|
/// <summary>
|
|
/// Fills the health points. Called by the owner in its Awake.
|
|
/// </summary>
|
|
public void Initialize()
|
|
{
|
|
SetCurrent(Max);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Removes health points and raises OnDied the first time they reach zero.
|
|
/// Returns the health points actually removed.
|
|
/// </summary>
|
|
public int TakeDamage(DamageInfo damage)
|
|
{
|
|
if (IsDead || damage.Amount <= 0)
|
|
return 0;
|
|
|
|
int previous = _current;
|
|
SetCurrent(_current - damage.Amount);
|
|
|
|
if (IsDead)
|
|
OnDied?.Invoke();
|
|
|
|
return previous - _current;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gives health points back without exceeding Max. Has no effect once dead.
|
|
/// </summary>
|
|
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
|
|
}
|
|
}
|