BITFALL/Assets/Plugins/Animancer/Examples/06 State Machines/02 Interruptions/HealthPool.cs

37 lines
1.6 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using Animancer.Examples.FineControl;
using System;
using UnityEngine;
namespace Animancer.Examples.StateMachines
{
/// <summary>Manages a character's health and damage received.</summary>
/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/fsm/interruptions">Interruptions</see></example>
/// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines/HealthPool
///
[AddComponentMenu(Strings.ExamplesMenuPrefix + "Interruptions - Health Pool")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "/" + nameof(HealthPool))]
public sealed class HealthPool : MonoBehaviour, IInteractable
{
/************************************************************************************************************************/
// Normally, this class would have fields like maximum health and current health to keep track of how much
// damage the character takes, but for this example we're just pretending the character was hit whenever
// something interacts with it.
public event Action OnHitReceived;
/************************************************************************************************************************/
public void Interact()
{
OnHitReceived?.Invoke();
}
/************************************************************************************************************************/
}
}