using System.Threading; using TMPro; using UnityEngine; public class HandleEnergy : MonoBehaviour { [Header("Values")] [SerializeField] public int addEnergyValue = 4; [Header("UI and HUD")] [SerializeField] TMP_Text energyHUD; [Header("ScriptPile")] [SerializeField] GameObject scriptPile; [SerializeField] GameObject audioScript; InventoryScript inventory; GameOver end; AudioManager audio; bool energyOut = true; private void Awake() { inventory = scriptPile.GetComponent(); end = scriptPile.GetComponent(); //UNNÖTIG, BEI ENEGRY 0 IST JA KEIN GAMEOVER audio = audioScript.GetComponent(); } void Start() { inventory.Energy = inventory.StandardEnergy; Debug.Log(inventory.Energy); } void Update() { energyHUD.text = inventory.Energy.ToString(); if (energyOut == true && inventory.Energy == 0) { CheckEnergy(); } } public void LoseEnergy() { CheckEnergy(); if (inventory.Energy > 0) { inventory.Energy -= 1; //MAGIC NUMBER BEACHTEN ERSTMAL AUSPROBIEREN } } public void CheckEnergy() { if (inventory.Energy == 0) { audio.PlaySFX(audio.energyOut); energyOut = false; } } }