Files
megakoop/Game/Scripts/Combat/Health.cs
2025-10-26 14:17:31 +01:00

111 lines
3.2 KiB
C#

using System;
using UnityEngine;
using UnityEngine.Events;
namespace MegaKoop.Game.Combat
{
[DisallowMultipleComponent]
public class Health : MonoBehaviour, IDamageable
{
[SerializeField] private float maxHealth = 100f;
[SerializeField] private Team team = Team.Neutral;
[SerializeField] private bool ignoreFriendlyFire = true;
[SerializeField] private bool destroyOnDeath = false;
[SerializeField] private UnityEvent<float> onHealthChanged;
[SerializeField] private UnityEvent onDeath;
public float MaxHealth => maxHealth;
public float CurrentHealth { get; private set; }
public Team Team => team;
public bool IsAlive => CurrentHealth > 0f;
public event Action<float> NormalizedHealthChanged;
private void Awake()
{
maxHealth = Mathf.Max(1f, maxHealth);
CurrentHealth = maxHealth;
onHealthChanged?.Invoke(CurrentHealth / MaxHealth);
NormalizedHealthChanged?.Invoke(CurrentHealth / MaxHealth);
}
public void ApplyDamage(DamagePayload payload)
{
if (!IsAlive || payload.Amount <= 0f)
{
return;
}
if (ignoreFriendlyFire && team != Team.Neutral && payload.SourceTeam == team)
{
return;
}
CurrentHealth = Mathf.Max(0f, CurrentHealth - payload.Amount);
float normalized = CurrentHealth / MaxHealth;
onHealthChanged?.Invoke(normalized);
NormalizedHealthChanged?.Invoke(normalized);
if (CurrentHealth <= 0f)
{
HandleDeath();
}
}
public void Heal(float amount)
{
if (amount <= 0f || !IsAlive)
{
return;
}
CurrentHealth = Mathf.Min(MaxHealth, CurrentHealth + amount);
float normalized = CurrentHealth / MaxHealth;
onHealthChanged?.Invoke(normalized);
NormalizedHealthChanged?.Invoke(normalized);
}
public void Revive(float overrideMaxHealth = -1f)
{
if (overrideMaxHealth > 0f)
{
maxHealth = Mathf.Max(1f, overrideMaxHealth);
}
CurrentHealth = maxHealth;
float normalized = CurrentHealth / MaxHealth;
onHealthChanged?.Invoke(normalized);
NormalizedHealthChanged?.Invoke(normalized);
}
private void HandleDeath()
{
onDeath?.Invoke();
if (destroyOnDeath)
{
Destroy(gameObject);
}
}
private void OnValidate()
{
maxHealth = Mathf.Max(1f, maxHealth);
}
public void ForceSetNormalizedHealth(float normalized)
{
normalized = Mathf.Clamp01(normalized);
bool wasAlive = IsAlive;
CurrentHealth = normalized * MaxHealth;
onHealthChanged?.Invoke(normalized);
NormalizedHealthChanged?.Invoke(normalized);
if (CurrentHealth <= 0f && wasAlive)
{
HandleDeath();
}
}
}
}