using TMPro; using Unity.VisualScripting; using UnityEngine; using static UnityEngine.EventSystems.EventTrigger; public class ChangeHealth : MonoBehaviour { [Header("UI and HUD")] [SerializeField] public int deathCounter; [SerializeField] GameObject scriptPile; [SerializeField] GameObject scriptPileAgain; [SerializeField] GameObject guessWhatAgain; [SerializeField] TMP_Text healthHUD; //[SerializeField] GameObject levelScript; //wird aktuell nicht genutzt [Header("Enemies")] [SerializeField] GameObject eFie; [SerializeField] GameObject eSilv; [SerializeField] GameObject eHai; [Header("ScriptPile")] LevelBehavior level; InventoryScript inventory; GameOver end; FieScript fie; SilvScript silv; HaiScript hai; private void Awake() { inventory = scriptPileAgain.GetComponent(); //TO DO: FIXEN end = guessWhatAgain.GetComponent(); level = scriptPile.GetComponent(); fie = eFie.GetComponent(); silv = eSilv.GetComponent(); hai = eHai.GetComponent(); } void Start() { if (level.gameOngoing == true) { Debug.Log("ich existiere!"); } deathCounter = 0; inventory.Health = inventory.StandardHealth; Debug.Log(inventory.Health); } void Update() { healthHUD.text = inventory.Health.ToString(); } public void GetHit() //MUSS NOCH MIT ENEMIES VERKNÜPFT WERDEN { Vibrator.Vibrate(); if (inventory.Health > 0) { inventory.Health -= 1; //MAGIC NUMBER BITTE BEACHTEN } Debug.Log("Ouch, you bastard."); if (inventory.Health <= 0) { Die(); } } public void GetHitHard() //MUSS NOCH MIT ENEMIES VERKNÜPFT WERDEN { Vibrator.Vibrate(); if (inventory.Health > 0) { inventory.Health -= 2; //MAGIC NUMBER BITTE BEACHTEN } Debug.Log("Ouch, you bastardo."); if (inventory.Health <= 0) { Die(); } } public void Die() { deathCounter++; Debug.Log(deathCounter); end.CalculateCost(); //Time.timeScale = 0; //Wieder umlegen end.ShowDeathScreen(); Debug.Log("rest in pizza"); level.gameOngoing = false; end.StopEnemies(); } }