using System.Collections; using System.Collections.Generic; using UnityEngine; public class Vitality : MonoBehaviour { Player player; [Header("Vitality")] [Range(0f, 1f)] [SerializeField] public float health = 1f; [Range(0f, 1f)] [SerializeField] public float food = 1f; [Range(0f, 1f)] [SerializeField] public float drink = 1f; [Header("Vitality Modifier Per Interval")] [Range(0f, 50f)] [SerializeField] float healthModifier = 30f; [Range(0f, 5f)] [SerializeField] float foodModifier = 0.4f; [Range(0f, 5f)] [SerializeField] float drinkModifier = 0.6f; private void Start() { TimeManager.OnTimeInterval += VitalityInterval; player = gameObject.GetComponent(); } void VitalityInterval() { food -= foodModifier / 1000; drink -= drinkModifier / 1000; if(food <= 0f || drink <= 0f) { health -= healthModifier / 1000; } if(health <= 0f) { player.Die(); } } }