using System.Collections; using System.Collections.Generic; using BITKit; using BITKit.Entities; using UnityEngine; namespace BITFALL.Feel { public sealed class EntityHealthBlender : EntityBehavior { [SerializeField] private Renderer[] _renderers; [Inject] private IHealth _health; private static readonly int Blend = Shader.PropertyToID("_Blend"); public override void OnAwake() { base.OnAwake(); _health.OnSetHealthPoint += OnSetHealthPoint; } private void OnSetHealthPoint(int obj) { var blend =1- Mathf.Clamp01(obj / (float)_health.MaxHealthPoint); foreach (var x in _renderers) { x.material.SetFloat(Blend, blend); } } } }