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