private void PlayerHealthChanged() { // Could insert silent bugs. Use assertion? if (OnPlayerHealthChanged != null) { OnPlayerHealthChanged.Invoke(currentHealth, healthData.Health); } }
public override void TakeDamage(float dmg) { CurrentHealth -= dmg; OnPlayerHealthChanged?.Invoke(CurrentHealth); if (CurrentHealth <= 0) { Die(); } }
public void Heal(int amount) { // No more than max Health = (Health + amount >= MAX_HEALTH) ? MAX_HEALTH : Health + amount; OnPlayerHealthChanged?.Invoke(); }
public void Damage(int amount) { // no less than zero Health = (Health - amount < 0) ? 0 : Health - amount; OnPlayerHealthChanged?.Invoke(); camShake.Shake(); }
private void EnemyReachedBaseHandler(EnemyUnitData enemyData) { _health = Mathf.Max(_health - enemyData.Damage); OnPlayerHealthChanged?.Invoke(_health); if (_health != 0) { return; } OnPlayerDefeat?.Invoke(); }
public void PlayerHealthChanged() { OnPlayerHealthChanged?.Invoke(); }
public void PlayerHealthChanged(Player player) { OnPlayerHealthChanged?.Invoke(this, new PlayerHealthChangedEventArgs(player)); }
public static void RaiseOnPlayerHealthChanged() { OnPlayerHealthChanged?.Invoke(); }
public void Heal(float amount) { CurrentHealth += amount; Mathf.Clamp(CurrentHealth, -1100000, m_MaxHealth); OnPlayerHealthChanged?.Invoke(CurrentHealth); }
public static void PlayerHealthChanged(int currentHealth, int maxHealth) { Debug.Log("PlayerHealthChanged"); // PlayerInfoUI.UpdatePlayerHealth OnPlayerHealthChanged?.Invoke(currentHealth, maxHealth); }