Files
ConvenientHorror/Assets/Scripts/Player/ChangeHealth.cs

115 lines
2.5 KiB
C#

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<InventoryScript>(); //TO DO: FIXEN
end = guessWhatAgain.GetComponent<GameOver>();
level = scriptPile.GetComponent<LevelBehavior>();
fie = eFie.GetComponent<FieScript>();
silv = eSilv.GetComponent<SilvScript>();
hai = eHai.GetComponent<HaiScript>();
}
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();
}
}