PlayerHealth.cs
Description
This script is used to manage the Player's health in-game. It calls the required functions for the Player Death to happen.
Script
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Player
{
public class PlayerHealth : MonoBehaviour
{
[SerializeField] private float maxHealth = 10;
public float CurrentHealth { get; private set; }
public float MaxHealth => maxHealth;
public void Damage(float amount)
{
CurrentHealth -= amount;
if (CurrentHealth <= 0) Die();
}
private void Start()
{
CurrentHealth = maxHealth;
}
private static void Die()
{
LoadNextScene();
}
private static void LoadNextScene()
{
Cursor.lockState = CursorLockMode.None;
SceneManager.LoadScene(2);
}
}
}
Public Methods
- Damage()
Lowers the Player's health by the value of the float as an input.
Private Methods
- Die()
Calls the function to load the Death Scene
- LoadLevel() - Not Implemented
Originally was going to be used to fade the scene to black before loading the Death Scene.
- LoadNextScene()
Enables the cursor and loads the death scene.
- Start()
Called on game start, sets the Players Current Health to the value of the Max Health.
Variables
- CurrentHealth
Encapsulated value that stores the player's current health.
- MaxHealth
Encapsulated and public variable for the maxHealth variable.
- maxHealth
The value that the player's max health will be upon game start.
Last modified: 30 April 2024