meteorgame/Assets/Scripts/SReed33/HealthManager.cs

109 lines
3.5 KiB
C#

// SReed33
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class HealthManager : MonoBehaviour
{
[Header("Health Settings")]
[Tooltip("The amount to take from the player's score when being hit by a meteor")]
[SerializeField] private int scorePenalty = 500;
[Tooltip("The length of time for the player to be invincible after being hit")]
[SerializeField] private float invTime = 2.0f;
[Tooltip("The icon to show when the player is invincible")]
[SerializeField] private GameObject sheildIcon;
[Tooltip("The sphere that acts as a forcefield around the player when invincible")]
[SerializeField] private GameObject forceField;
[Tooltip("The HeartPanel to access player hearts")]
[SerializeField] private GameObject heartPanel;
[Tooltip("The YouDied UI panel to enable when the player dies")]
[SerializeField] private GameObject youDied;
[Tooltip("The FadeOut UI panel to enable when the player dies")]
[SerializeField] private GameObject fadeOut;
[Header("Health State")]
[Tooltip("Player hearts, automatically adjusts to UI elements")]
[SerializeField] private GameObject[] playerHearts;
[Tooltip("Player hits, initialized at game start based on heart count with playerHearts.Length")]
[SerializeField] private int playerHits;
[Tooltip("Currrent invincible state of the player")]
[SerializeField] private bool playerInvincible = false;
/**********************************************************************************************/
// Unity / game loop functions
// Start is called before the first frame update
void Start()
{
playerHits = heartPanel.transform.childCount;
}
/**********************************************************************************************/
// Implementation
// Called by Meteor.cs when a meteor hits the player
public void HurtPlayer()
{
// Do nothing if we are invincible; Don't try to reach before child index 0, it doesnt exist
if (playerInvincible) return;
if (playerHits < 0) return;
// Reduce the score of the player for being hit
GlobalScore.currentScore -= scorePenalty;
// Get the last child of the heart's UI panel and deactivate it
// Hides a heart from view on each hit
heartPanel.transform.GetChild(--playerHits).gameObject.SetActive(false);
// If we just removed the last heart, we died :(
if (playerHits == 0) StartCoroutine(KillPlayer());
else StartCoroutine(Invincible()); // Otherwise, make player invincible for invTime
}
// Makes the player invincible for the time set in the editor
IEnumerator Invincible()
{
// Set the invincibility UI element to active
forceField.SetActive(true);
sheildIcon.SetActive(true);
playerInvincible = true;
yield return new WaitForSeconds(invTime);
// Deactivate invincibility after waiting is done
forceField.SetActive(false);
sheildIcon.SetActive(false);
playerInvincible = false;
}
// Ends the game when the player loses all their health
IEnumerator KillPlayer()
{
// Disable player controls and level BGM
UnityChan.UnityChanControlScriptWithRgidBody.controlsActive = false;
GameObject.Find("LevelAudio").GetComponent<AudioSource>().Pause();
// Activate youDied, fadeOut overlays and load next scene
youDied.SetActive(true);
yield return new WaitForSeconds(2);
fadeOut.SetActive(true);
yield return new WaitForSeconds(1);
SceneManager.LoadScene(Level.thisLevel);
}
}