first location is playable
enemies and so on
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@@ -0,0 +1,114 @@
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using UnityEngine;
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using System;
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using Code.Gameplay.Enemies;
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using UnityEngine.UI;
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namespace Code.Gameplay.Player
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{
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public class PlayerHealth : MonoBehaviour
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{
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[SerializeField] private int _maxHealth = 100;
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[SerializeField] private int _damageFromEnemy = 25;
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[SerializeField] private float _invincibilityDuration = 2f;
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[SerializeField] private float _attackCooldown = 0.5f;
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[SerializeField] private float _attackRange = 2f;
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[SerializeField] private LayerMask _enemyLayer;
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[SerializeField] private Slider _healthBar;
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private int _currentHealth;
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private bool _isInvincible;
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private float _invincibilityTimer;
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private float _lastAttackTime;
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public float nextAttackTime => _lastAttackTime + _attackCooldown;
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public event Action<int> OnHealthChanged;
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public event Action OnDied;
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public event Action OnTookDamage;
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public event Action OnAttacked;
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public bool IsAlive => _currentHealth > 0;
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public bool CanTakeDamage => !_isInvincible && IsAlive;
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private void Start()
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{
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_currentHealth = _maxHealth;
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OnHealthChanged?.Invoke(_currentHealth);
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}
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private void Update()
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{
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UpdateInvincibility();
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_healthBar.value = (float)_currentHealth / _maxHealth;
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}
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public void TakeDamage(bool fatal = false)
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{
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if (!CanTakeDamage) return;
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if (fatal)
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_currentHealth = 0;
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else
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_currentHealth -= _damageFromEnemy;
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OnHealthChanged?.Invoke(_currentHealth);
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OnTookDamage?.Invoke();
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if (_currentHealth <= 0)
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{
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Die();
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return;
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}
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StartInvincibility();
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}
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public void TryAttack()
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{
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if (Time.time < nextAttackTime) return;
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_lastAttackTime = Time.time;
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OnAttacked?.Invoke();
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var hits = Physics2D.OverlapCircleAll(transform.position, _attackRange, _enemyLayer);
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foreach (var hit in hits)
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{
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if (hit.TryGetComponent(out IEnemy enemy))
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{
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enemy.TakeDamage();
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}
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}
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}
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private void StartInvincibility()
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{
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_isInvincible = true;
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_invincibilityTimer = _invincibilityDuration;
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}
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private void UpdateInvincibility()
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{
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if (!_isInvincible) return;
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_invincibilityTimer -= Time.deltaTime;
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if (_invincibilityTimer <= 0f)
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{
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_isInvincible = false;
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}
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}
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private void Die()
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{
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_healthBar.value = 0;
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OnDied?.Invoke();
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enabled = false;
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}
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private void OnDrawGizmosSelected()
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{
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Gizmos.color = Color.red;
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Gizmos.DrawWireSphere(transform.position, _attackRange);
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}
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}
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}
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