63 lines
1.4 KiB
C#
63 lines
1.4 KiB
C#
using UnityEngine;
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using Unity.Netcode;
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using TMPro;
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public class PlayerHealth : NetworkBehaviour
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{
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[SerializeField] private int maxHealth = 100;
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[SerializeField] private TMP_Text healthText;
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public NetworkVariable<int> currentHealth = new NetworkVariable<int>(
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100,
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NetworkVariableReadPermission.Everyone,
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NetworkVariableWritePermission.Owner
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);
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public override void OnNetworkSpawn()
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{
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currentHealth.OnValueChanged += OnHealthChanged;
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if (IsServer)
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{
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currentHealth.Value = maxHealth;
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healthText.text = $"Health: {maxHealth}";
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}
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}
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private void OnHealthChanged(int _previousValue, int _newValue)
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{
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Debug.Log($"Health changed from {_previousValue} to {_newValue}");
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healthText.text = $"Health: {_newValue}";
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}
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public void TakeDamage(int _damageAmount)
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{
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if (!IsServer) return;
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currentHealth.Value -= _damageAmount;
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if (currentHealth.Value <= 0)
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{
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Die();
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}
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}
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private void Die()
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{
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OnDiedClientRpc();
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}
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[ClientRpc]
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private void OnDiedClientRpc()
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{
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Debug.Log($"Player {OwnerClientId} died");
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gameObject.SetActive(false);
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}
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public override void OnNetworkDespawn()
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{
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currentHealth.OnValueChanged -= OnHealthChanged;
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}
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}
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