Files
project-reset/Assets/Scripts/Units/Player.cs

70 lines
1.8 KiB
C#

using System;
using System.Collections;
using Drawing;
using Reset;
using Reset.Core;
using Reset.Core.Tools;
using Reset.Units;
using UnityEngine;
using Sirenix.OdinInspector;
using Sirenix.Serialization;
using Unity.Netcode;
namespace Reset.Units{
public class Player : Unit, IKillable{
[HideInInspector] public PlayerControls controls;
float IKillable.maxHealth{ get; set; }
float IKillable.currentHealth{ get; set; }
void Awake(){
controls = GetComponent<PlayerControls>();
}
public void Attach(){
name = "Player";
name += IsLocalPlayer ? ", Local" : ", Network";
if (IsLocalPlayer || !UnitIsNetworked()) { //
PlayerManager.Player = gameObject;
Debug.Log($"Player is set to {PlayerManager.Player.name}");
PlayerManager.RequestNewController();
GetComponent<LockOnManager>().AttachCamera(gameObject);
}
}
public override void UnitStart(){
base.UnitStart();
Attach();
((IKillable)this).IKillableInitialize();
}
protected override void Update(){
base.Update();
GetComponent<IKillable>().DrawHealthDebug();
Debug.Log(PlayerManager.Player);
}
public void TakeDamage(DamageSource[] sources){
foreach (DamageSource source in sources) {
TakeDamage(source);
}
}
public void TakeDamage(DamageSource source){
((IKillable)this).currentHealth -= source.damageDealt;
if (((IKillable)this).currentHealth <= 0) {
Kill();
}
}
public void Kill(){
throw new NotImplementedException();
}
}
}