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using System;
using UnityEngine;
namespace DamageVolumeSystem
{
[RequireComponent(typeof(Rigidbody))]
public class SimpleHealth : MonoBehaviour
{
public int max = 10000;
public int health = 10000;
private Rigidbody _rigidbody;
private void Start()
{
_rigidbody = GetComponent<Rigidbody>();
}
public void Damage(Damage amount)
{
health -= amount.Force;
health = Mathf.Clamp(health, 0, max);
_rigidbody.AddForce(amount.Direction * amount.Force / 200);
}
public void Heal(Damage amount)
{
health += amount.Force;
health = Mathf.Clamp(health, 0, max);
}
private void OnDrawGizmos()
{
var t = transform;
var size = (t.lossyScale.x + t.lossyScale.y + t.lossyScale.z) / 3;
Gizmos.matrix = t.localToWorldMatrix;
Gizmos.DrawWireCube(new Vector3(0, size, 0), new Vector3(
2 / t.lossyScale.x,
0.5f / t.lossyScale.y,
0.5f / t.lossyScale.z
) * size);
Gizmos.color = new Color(1f, 0.44f, 0.37f);
Gizmos.DrawCube(new Vector3(0, size, 0), new Vector3(
2 / t.lossyScale.x * ((float) health / max),
0.5f / t.lossyScale.y,
0.5f / t.lossyScale.z
) * size * 0.8f);
}
}
}
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