Files
Fishing2/Assets/Obvious/Soap/Examples/Content/Scripts/RuntimeHealth.cs
2026-01-01 23:09:08 +08:00

60 lines
2.6 KiB
C#

using UnityEngine;
namespace Obvious.Soap.Example
{
[HelpURL("https://obvious-game.gitbook.io/soap/soap-core-assets/scriptable-variable/runtime-variables")]
public class RuntimeHealth : MonoBehaviour
{
[Tooltip("Leave this null if you wan it to be instantiated at runtime")]
[SerializeField]
private FloatVariable _runtimeHpVariable;
[SerializeField]
private FloatReference _maxHealth = null;
private void Awake()
{
CreateAndInjectRuntimeVariableManually();
}
private void CreateAndInjectRuntimeVariableManually()
{
//If the variable is not set in the inspector, create a runtime instance and set the reference.
if (_runtimeHpVariable == null)
_runtimeHpVariable = SoapRuntimeUtils.CreateRuntimeInstance<FloatVariable>($"{gameObject.name}_hp");
//Set the max and clamp the value (clamping is optional, but why not?).
_runtimeHpVariable.MaxReference = _maxHealth;
_runtimeHpVariable.IsClamped = true;
//Initialize the health bar only after the variable has been created.
//You can use events to decouple components if your health bar is in another scene (UI scene for example).
//In this example, it's a local Health bar so a direct reference is fine.
GetComponentInChildren<HealthBarSprite>().Init(_runtimeHpVariable);
}
private void Start()
{
//For the runtime variables, you can do this in Awake, after creating the runtime instance.
//However, because doing this in Start works for both cases (when creating a runtime variable and referencing an existing one), it's better to do it in Start.
//Indeed, for the Boss, its value is reset OnSceneLoaded and because of the execution order:
//Awake-> SceneLoaded -> Start , the value should be Set to the max health in Start.
//Note that you could also remove Awake entirely and have the logic before these lines.
_runtimeHpVariable.Value = _maxHealth.Value;
_runtimeHpVariable.OnValueChanged += OnHealthChanged;
}
private void OnDisable()
{
_runtimeHpVariable.OnValueChanged -= OnHealthChanged;
}
private void OnHealthChanged(float newValue)
{
if (newValue <= 0f)
gameObject.SetActive(false);
}
//In this example, this is called when the enemy collides with the Player.
public void TakeDamage(int amount) => _runtimeHpVariable.Add(-amount);
}
}