// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using Animancer.Samples.FineControl;
using System;
using UnityEngine;
namespace Animancer.Samples.StateMachines
{
/// Manages a character's health and damage received.
///
///
/// Sample:
///
/// Interruptions
///
///
/// https://kybernetik.com.au/animancer/api/Animancer.Samples.StateMachines/HealthPool
///
[AddComponentMenu(Strings.SamplesMenuPrefix + "Interruptions - Health Pool")]
[AnimancerHelpUrl(typeof(HealthPool))]
public class HealthPool : MonoBehaviour, IInteractable
{
/************************************************************************************************************************/
// Normally, this class would have fields like maximum health and
// current health to keep track of how much damage the character takes,
// but for this sample we're just pretending the character was hit
// whenever something interacts with it.
public event Action OnHitReceived;
/************************************************************************************************************************/
public void Interact()
{
OnHitReceived?.Invoke();
}
/************************************************************************************************************************/
}
}