private void HurtHeal() { DynamicEntityComponent dynamicEntity = GetComponent <DynamicEntityComponent>(); if (dynamicEntity == null) { return; } float health = dynamicEntity.health; if (health < minHealth || health > maxHealth) { return; } health += amount; if (health < minHealth) { health = minHealth; } if (health > maxHealth) { health = maxHealth; } float diff = health - dynamicEntity.health; if (diff > 0) { dynamicEntity.Heal(diff); } else if (diff < 0) { dynamicEntity.Hurt(-diff); } }
public override void Start() { rigidBody = gameObject.GetComponent <Rigidbody>(); entityComponent = gameObject.GetComponent <DynamicEntityComponent>(); base.Start(); }