initial second level
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@@ -1,6 +1,8 @@
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using UnityEngine;
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using System;
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using Code.DI;
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using Code.Gameplay.Enemies;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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namespace Code.Gameplay.Player
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@@ -20,7 +22,8 @@ namespace Code.Gameplay.Player
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[SerializeField] private AudioSource audioSource;
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private int _currentHealth;
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public int CurrentHealth { get; private set; }
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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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@@ -34,21 +37,21 @@ namespace Code.Gameplay.Player
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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 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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_attackClip = Resources.Load<AudioClip>("Audio/SFX/AttackSFX");
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_damageClip = Resources.Load<AudioClip>("Audio/SFX/DamageSFX");
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_currentHealth = _maxHealth;
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OnHealthChanged?.Invoke(_currentHealth);
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CurrentHealth = SceneManager.GetActiveScene().name != "Gameplay2" ? _maxHealth : FindFirstObjectByType<DIContainer>().Resolve<IHealthContainer>().Health;
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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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_healthBar.value = (float)CurrentHealth / _maxHealth;
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}
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public void TakeDamage(bool fatal = false)
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@@ -56,14 +59,14 @@ namespace Code.Gameplay.Player
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if (!CanTakeDamage) return;
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if (fatal)
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_currentHealth = 0;
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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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CurrentHealth -= _damageFromEnemy;
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OnHealthChanged?.Invoke(CurrentHealth);
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OnTookDamage?.Invoke();
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audioSource.PlayOneShot(_damageClip);
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if (_currentHealth <= 0)
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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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