Files
2022-02-19 17:13:19 +01:00

60 lines
1.1 KiB
C#

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<Player>();
}
void VitalityInterval()
{
food -= foodModifier / 1000;
drink -= drinkModifier / 1000;
if(food <= 0f || drink <= 0f)
{
health -= healthModifier / 1000;
}
if(health <= 0f)
{
player.Die();
}
}
}