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- // 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
- {
- /// <summary>Manages a character's health and damage received.</summary>
- ///
- /// <remarks>
- /// <strong>Sample:</strong>
- /// <see href="https://kybernetik.com.au/animancer/docs/samples/fsm/interruptions">
- /// Interruptions</see>
- /// </remarks>
- ///
- /// 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();
- }
- /************************************************************************************************************************/
- }
- }
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