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path: root/Assets/Scripts/Player/PlayerHealthScript.cs
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using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.SceneManagement;

public class PlayerHealthScript : MonoBehaviour {

    public float Health;
    public float MaxHealth = 100;
    bool Damaged;

    //HUD
    GameObject HUD;
    Text HealthText;
    Text GameOverText;
    Image DamageIndicator;

    void Start ()
    {
        HUD = GameObject.FindGameObjectWithTag("HUD");
        HealthText = HUD.transform.Find("HealthText").GetComponent<Text>();
        GameOverText = HUD.transform.Find("GameOverText").GetComponent<Text>();
        DamageIndicator = HUD.transform.Find("DamageIndicatorImage").GetComponent<Image>();
        Health = 100;
        HealthText.text = Health + "/100";
    }
	
	
	void Update ()
    {
        //Damage Animation
        if (Damaged)
        {
            DamageIndicator.color = new Color(1, 0, 0, .1f);
        }
        else
        {
            DamageIndicator.color = Color.Lerp(DamageIndicator.color, Color.clear, 1f * Time.deltaTime);
        }
        Damaged = false;
    }

    public void TakeDamage(float damage)
    {
        Health -= damage;
        if (Health <= 0) Health = 0;
        HealthText.text = Health + "/100";

        Damaged = true;

        if (Health <= 0)
        {
            Health = 0;
            gameObject.GetComponent<PlayerMovementScript>().enabled = false;
            gameObject.GetComponentInChildren<PlayerShootingScript>().enabled = false;
            StartCoroutine(Restart());
        }
    }

    IEnumerator Restart()
    {
        GameOverText.text = "Game Over";
        yield return new WaitForSeconds(3f);
        SceneManager.LoadSceneAsync(SceneManager.GetActiveScene().name);
    }
}