LunarInfantry/Assets/Scripts/Entity.cs
2026-01-12 23:44:43 -08:00

85 lines
2.2 KiB
C#

using System;
using System.Collections;
using UnityEngine;
public class Entity : MonoBehaviour
{
[Header("Health")]
public float health;
public float maxHealth;
[Header("Movement")]
public int maxMovement;
public TileObject currentTile;
[SerializeField] private float moveAnimSpeed;
[Header("Flags")]
public bool canMove = true;
public bool invincible;
[Header("Animation")]
[SerializeField] private SpriteRenderer[] spriteRenderers;
[SerializeField] private float damageColorChangeSpeed;
public virtual void TakeDamage(float damage)
{
health -= damage;
StartCoroutine(DamageAnimation());
if (health <= 0)
{
OnKillEffects();
}
Debug.Log($"{name} took {damage} damage");
}
public void Heal(float healing)
{
health += healing;
health = Mathf.Clamp(health, 0, maxHealth);
}
protected virtual void OnKillEffects()
{
}
protected virtual void FinishedMovement()
{
currentTile.hasUnit = this;
}
public virtual IEnumerator MoveToLocation(TileObject[] pathToMove)
{
float currentState = 0;
int currentTileList = 0;
while (currentTileList < pathToMove.Length)
{
currentState += Time.deltaTime * moveAnimSpeed;
transform.position = Vector2.Lerp(currentTile.transform.position, pathToMove[currentTileList].transform.position, currentState);
if (currentState > 1)
{
currentTile = pathToMove[currentTileList];
currentState = 0;
currentTileList++;
}
yield return null;
}
FinishedMovement();
}
private IEnumerator DamageAnimation()
{
float currentState = 0;
while (currentState < 1)
{
currentState += Time.deltaTime * damageColorChangeSpeed;
foreach (SpriteRenderer spritepart in spriteRenderers)
{
if (spritepart)
{
spritepart.color = Color.Lerp(Color.gray, Color.white, currentState);
}
}
yield return null;
}
}
}