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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class PlayerHealth : MonoBehaviour
{
public int health = 30;
public GameObject deathEffect;
public int damage = 1;
public Text healthtext;
public GameObject hitEffect;
public string gameOver = "GameOver";
void Start()
{
health = 30; //sets player health
Sethealthtext();
}
void Sethealthtext()
{
healthtext.text = "HEALTH: " + health.ToString(); //allows the text to display how much health you have
}
public void TakeDamage(int damage)//Damages player on collision with enemy bullet
{
health -= damage;
healthtext.text = "HEALTH: " + health.ToString();
Instantiate(hitEffect, transform.position, Quaternion.identity); //allows the player to take a certain amount of damage when hit, and spawns an effect as a result
if (health <= 0) //checks if health is 0
{
Die();
StartCoroutine(OnDead());
}
}
void Die() //destroys enemy when health is 0 and spawns an explosion
{
Instantiate(deathEffect, transform.position, Quaternion.identity); //spawns explosion
gameObject.GetComponent<SpriteRenderer>().enabled = false;
//destroys player when health is at 0
//starts the ondead coroutine
}
IEnumerator OnDead()
{
yield return new WaitForSeconds(3f); //makes the scene wait for 3 seconds
SceneManager.LoadScene(gameOver); //goes to the game over scene
}
void OnTriggerEnter2D(Collider2D other)
{
if (other.gameObject.CompareTag("Heart")) //checks if the tag of the object is rocket
{
if (health < 99)
{
other.gameObject.SetActive(false); //makes object disappear when player collides with object
health = health + 5;
Sethealthtext(); //sets the object to false on collision and gives the player a powerup (rocket) and displays it on the text
GetComponent<AudioSource>().Play();
}
}
}
}