Files
Infratest/Assets/Code/Example/Platformer/Entity/EntityHealth.cs
T

44 lines
1.3 KiB
C#

using Code.Infrastructure.EventBus;
using Reflex.Attributes;
using UnityEngine;
namespace Code.Example.Platformer.Entity
{
public class EntityHealth : MonoBehaviour
{
private int _health;
private int _maxHealth;
public void SetMaxHealth(int maxHealth) => _maxHealth = maxHealth;
public bool IsDead { get; private set; }
[Inject] private EventBus _eventBus;
[SerializeField] private Entity entity;
public void GiveDamage(int damage)
{
_health -= damage;
if(_health <= 0) IsDead = true;
_eventBus.RaiseEvent<IEntityDamagedHandler>(x=> x.EntityDamaged(gameObject, damage, IsDead));
}
public void Heal(int heal)
{
if (IsDead) return;
if (_health + heal > _maxHealth) _health = _maxHealth;
else _health += heal;
_eventBus.RaiseEvent<IEntityHealedHandler>(x=> x.EntityHealed(gameObject, heal));
}
}
public interface IEntityDamagedHandler : IGlobalSubscriber
{
void EntityDamaged(GameObject entity, int damageCount, bool isDied);
}
public interface IEntityHealedHandler : IGlobalSubscriber
{
void EntityHealed(GameObject entity, int healCount);
}
}