public void Heal(int amount) { int newAmount = amount; if (isDead) { currentHeart.gameObject.SetActive(true); newAmount = currentHeart.AddHealth(newAmount); if (newAmount <= 0) { return; } } for (; newAmount > 0;) { newAmount = currentHeart.AddHealth(amount); if (newAmount > 0 && activeHeart < maxHearts - 1) { activeHeart += 1; hearts[activeHeart].SetActive(true); currentHeart = hearts[activeHeart].GetComponent <HealthBar>(); } else { return; } } }
//collision with the healthpack private void OnTriggerEnter(Collider other) { //make sure the collision is with the player if (other.tag == "Player") { currHealth.AddHealth(); //go to the add health function in HealthBar Destroy(this.gameObject); //destroy the healthpack } }
public int bonusAmount = 10; // Value for bonuses. // Checks collision between body and bonuses object. private void OnTriggerEnter2D(Collider2D collision) { Destroy destroy = collision.gameObject.GetComponent <Destroy>(); health = FindObjectOfType <HealthBar>(); // If bonus was picked then increase health bar. if (collision.gameObject.CompareTag("Bonus")) { //Debug.Log("Picked Up"); destroy.GetComponent <Destroy>().Kill(); //health.showHealth(); health.AddHealth(10); } } // End of OnTriggerEnter2D method
public void AddHealth(int health) { healthBar.AddHealth(health); }