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using System;
using UnityEngine;
using UnityEngine.Events;
namespace DamageVolumeSystem
{
[Icon("Assets/Scripts/DamageVolumeSystem/Icon/HealthData.png")]
public class HealthData : MonoBehaviour
{
public int defaultHealth = 5000;
public int maxHealth = 5000;
public UnityEvent<Damage> onAid = new();
public UnityEvent<Damage> onHurt = new();
public UnityEvent onDead = new();
private int _health;
public int Health
{
get => _health;
set
{
var offset = value - _health;
var offsetAbs = Mathf.Abs(offset);
switch (offset)
{
case > 0:
Aid(new Damage
{
Group = 12,
Force = offsetAbs,
Direction = Vector3.zero
});
return;
case < 0:
Hurt(new Damage
{
Group = 12,
Force = offsetAbs,
Direction = Vector3.zero
});
break;
}
}
}
private void Start()
{
_health = defaultHealth;
}
private void Reset()
{
var newHealth = Mathf.Clamp(defaultHealth, 0, maxHealth);
SetHealth(newHealth);
}
public void Aid(Damage damage)
{
AddHealth(damage.Force);
onAid.Invoke(damage);
}
public void Hurt(Damage damage)
{
ReduceHealth(damage.Force);
onHurt.Invoke(damage);
if (_health <= 0)
onDead.Invoke();
}
public static HealthData operator +(HealthData a, Damage b)
{
a.Aid(b);
return a;
}
public static HealthData operator -(HealthData a, Damage b)
{
a.Hurt(b);
return a;
}
private void SetHealth(int newHealth)
=> _health = Mathf.Clamp(newHealth, 0, maxHealth);
private void AddHealth(int newHealth)
=> _health = Mathf.Clamp(_health + newHealth, 0, maxHealth);
private void ReduceHealth(int newHealth)
=> _health = Mathf.Clamp(_health - newHealth, 0, maxHealth);
}
}
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