public void OnSpawn() { CurrentHealth = BaseHealth; HealthSet?.Invoke(CurrentHealth); ActionSet?.Invoke(CurrentActions); DefenseSet?.Invoke(DefenseModifier); Spawned?.Invoke(); }
public void TakeDamage(int damage) { CurrentHealth -= Mathf.CeilToInt(damage * DefenseModifier); HealthSet?.Invoke(CurrentHealth); if (_currentHealth <= 0) { Kill(); } }
public void Damage(int damageTaken) { CurrentHealth -= damageTaken; if (CurrentHealth > 0) { TookDamage?.Invoke(damageTaken); } else { CurrentHealth = 0; Kill(); } HealthSet?.Invoke(CurrentHealth); }
public void Heal(int amountHealed) { CurrentHealth += amountHealed; HealthRestored?.Invoke(amountHealed); HealthSet?.Invoke(CurrentHealth); }
protected virtual void RaiseHealth(int health) { HealthSet?.Invoke(health); }
public void BoostHealth(int value) { CurrentHealth += value; HealthSet?.Invoke(CurrentHealth); Boosted?.Invoke("HP"); }