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using UnityEngine;
using UnityEngine.Events;
public class Damagable : MonoBehaviour
{
public float multiplier = 1f;
private PlayerDeath playerDeath;
public UnityEvent outOfLiveEvent;
public UnityEvent damageEvent;
public float health = 100f;
private float currentHealth;
private bool dead;
private Rigidbody rig;
private void Start()
{
rig = GetComponent<Rigidbody>();
currentHealth = health;
playerDeath = base.transform.root.GetComponent<PlayerDeath>();
}
private void Update()
{
}
public void TakeDamage(Vector3 damage, Vector3 hitPoint)
{
damage *= multiplier;
if ((bool)playerDeath)
{
playerDeath.TakeDamage(damage, hitPoint, rig);
return;
}
damageEvent.Invoke();
currentHealth -= damage.magnitude;
if (currentHealth < 0f && !dead)
{
dead = true;
outOfLiveEvent.Invoke();
}
}
public void RefillHP()
{
currentHealth = health;
}
}
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