46 lines
1.2 KiB
C#
46 lines
1.2 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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public class EntityStats : MonoBehaviour
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{
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public Entity thisEntity;
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[Header("Health")]
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public float health;
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public float maxHealth;
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[Header("Stats")]
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public float speed;
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public float jumpPower;
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[Header("State")]
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public bool isStalled;
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[Header("Ground Detection")]
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[SerializeField] private Transform groundCheck;
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[SerializeField] private LayerMask groundLayer;
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[Header("Attack Origin")]
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public Transform attackOriginPoint;
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public Transform attackOriginCenter;
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[Header("Abilities")]
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public List<Ability> abilities = new();
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[Header("Cache")]
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public Rigidbody2D rb;
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public SpriteRenderer sprite;
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public bool isFacingRight;
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public void TakeDamage(float damage)
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{
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health -= damage;
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if (health <= 0)
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{
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thisEntity.OnDeath();
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}
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}
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public void Heal(float healing)
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{
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health += healing;
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health = Math.Clamp(health, 0, maxHealth);
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}
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public bool OnGround()
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{
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return Physics2D.OverlapCircle(groundCheck.position, 0.05f, groundLayer);
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}
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}
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