[HideInInspector] bool enemyHasCollided = false; // Tracks whenever the Enemy makes a collision with the Player. void Start() { // Immedaitely passes the numeric value within enemyMaxHealth to enemyCurrentHealth. healthCalculator.Init(); // Checks to see if a statusIndicator is made available in the inpsector. if (statusIndicator == null) { // Provides an alert to the Unity Editor's Console Log. Debug.LogError("No status indicator referenced on Enemy"); } else { // Otherwise pass the values obtained in healthCalculator to the StatusIndicator. statusIndicator.SetHealth(healthCalculator.enemyCurrentHealth, healthCalculator.enemyMaxHealth); } }
[SerializeField] float invincibilityTimer = 2.0f; // Sets a limit on when the Player should be able to take damage again. void Start() { // Immedaitely passes the numeric value within playerMaxHealth to playerCurrentHealth. healthCalculator.Init(); // Locate and obtain access to the GameMaster prefab. gameMaster = FindObjectOfType <GameMaster>(); // Checks to see if a statusIndicator is made available in the inpsector. if (statusIndicator == null) { // Provides an alert to the Unity Editor's Console Log. Debug.LogError("No status indicator referenced on Player"); } else { // Otherwise pass the values obtained in healthCalculator to the StatusIndicator. statusIndicator.SetHealth(healthCalculator.playerCurrentHealth, healthCalculator.playerMaxHealth); } }