102 lines
2.5 KiB
C#
102 lines
2.5 KiB
C#
using UnityEngine;
|
|
using Unity.Netcode;
|
|
using TMPro;
|
|
|
|
public class PlayerHealth : NetworkBehaviour
|
|
{
|
|
[SerializeField] private int maxHealth = 100;
|
|
[SerializeField] private TMP_Text healthText;
|
|
|
|
public NetworkVariable<int> currentHealth = new NetworkVariable<int>(
|
|
100,
|
|
NetworkVariableReadPermission.Everyone,
|
|
NetworkVariableWritePermission.Server
|
|
);
|
|
|
|
public NetworkVariable<bool> isDead = new NetworkVariable<bool>(false);
|
|
|
|
public override void OnNetworkSpawn()
|
|
{
|
|
currentHealth.OnValueChanged += OnHealthChanged;
|
|
|
|
if (IsServer)
|
|
{
|
|
currentHealth.Value = maxHealth;
|
|
RoundManager.Current?.RegisterPlayer(OwnerClientId);
|
|
}
|
|
|
|
healthText.text = $"Health: {maxHealth}";
|
|
}
|
|
|
|
private void OnHealthChanged(int _previousValue, int _newValue)
|
|
{
|
|
Debug.Log($"Health changed from {_previousValue} to {_newValue}");
|
|
|
|
healthText.text = $"Health: {_newValue}";
|
|
}
|
|
|
|
public void TakeDamage(int _damageAmount)
|
|
{
|
|
if (!IsServer) return;
|
|
if(isDead.Value) return;
|
|
|
|
if (RoundManager.Current == null || !RoundManager.Current.IsRoundActive) return;
|
|
|
|
currentHealth.Value = Mathf.Max(0, currentHealth.Value - _damageAmount);
|
|
|
|
if (currentHealth.Value <= 0)
|
|
{
|
|
Die();
|
|
}
|
|
}
|
|
|
|
private void Die()
|
|
{
|
|
if(!IsServer) return;
|
|
|
|
isDead.Value = true;
|
|
OnDiedClientRpc();
|
|
|
|
// RoundManager.Current?.OnPlayerDied(this);
|
|
}
|
|
|
|
[ClientRpc]
|
|
private void OnDiedClientRpc()
|
|
{
|
|
Debug.Log($"Player {OwnerClientId} died");
|
|
SetPhysicsAndVisualsActive(false);
|
|
}
|
|
|
|
public override void OnNetworkDespawn()
|
|
{
|
|
currentHealth.OnValueChanged -= OnHealthChanged;
|
|
}
|
|
|
|
public void Respawn(Vector3 _spawnPosition)
|
|
{
|
|
if(!IsServer) return;
|
|
|
|
isDead.Value = false;
|
|
currentHealth.Value = maxHealth;
|
|
RespawnClientRpc(_spawnPosition);
|
|
}
|
|
|
|
[ClientRpc]
|
|
private void RespawnClientRpc(Vector3 _spawnPosition)
|
|
{
|
|
SetPhysicsAndVisualsActive(true);
|
|
transform.position = _spawnPosition;
|
|
}
|
|
|
|
private void SetPhysicsAndVisualsActive(bool _isActive)
|
|
{
|
|
foreach (Collider collider in GetComponentsInChildren<Collider>())
|
|
collider.enabled = _isActive;
|
|
|
|
foreach (MeshRenderer meshRenderer in GetComponentsInChildren<MeshRenderer>())
|
|
meshRenderer.enabled = _isActive;
|
|
|
|
GetComponent<Rigidbody>().isKinematic = !_isActive;
|
|
}
|
|
}
|