init
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107
Assets/HealthBar.cs
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107
Assets/HealthBar.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class HealthBar : MonoBehaviour{
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public float hp, maxHp = 6f;
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public bool gameOver;
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public GameObject gameOverText;
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public GameObject health1;
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public GameObject health2;
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public GameObject health3;
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public GameObject health4;
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public GameObject health5;
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public GameObject health6;
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public GameObject player;
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public bool isHealing;
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GameObject playerO;
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Animator playerAnim;
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// Start is called before the first frame update
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void Start(){
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hp = maxHp;
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playerO = GameObject.FindGameObjectWithTag("Player");
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playerAnim = GameObject.FindGameObjectWithTag("Player").GetComponent<Animator>();
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}
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void Update(){
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if (hp == 0f){
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gameOver = true;
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}
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if (gameOver == true){
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gameOverText.SetActive(true);
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}
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if (hp == 6){
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health1.SetActive(true);
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health2.SetActive(true);
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health3.SetActive(true);
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health4.SetActive(true);
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health5.SetActive(true);
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health6.SetActive(true);
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}
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if (hp == 5){
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health1.SetActive(true);
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health2.SetActive(true);
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health3.SetActive(true);
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health4.SetActive(true);
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health5.SetActive(true);
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health6.SetActive(false);
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}
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if (hp == 4){
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health1.SetActive(true);
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health2.SetActive(true);
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health3.SetActive(true);
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health4.SetActive(true);
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health5.SetActive(false);
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health6.SetActive(false);
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}
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if (hp == 3){
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health1.SetActive(true);
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health2.SetActive(true);
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health3.SetActive(true);
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health4.SetActive(false);
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health5.SetActive(false);
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health6.SetActive(false);
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}
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if (hp == 2){
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health1.SetActive(true);
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health2.SetActive(true);
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health3.SetActive(false);
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health4.SetActive(false);
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health5.SetActive(false);
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health6.SetActive(false);
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}
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if (hp == 1){
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health1.SetActive(true);
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health2.SetActive(false);
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health3.SetActive(false);
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health4.SetActive(false);
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health5.SetActive(false);
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health6.SetActive(false);
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}
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if (hp == 0){
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health1.SetActive(false);
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health2.SetActive(false);
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health3.SetActive(false);
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health4.SetActive(false);
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health5.SetActive(false);
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health6.SetActive(false);
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Destroy(player);
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}
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if(isHealing == true){
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StartCoroutine(Healing(3f));
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playerAnim.SetBool("isHealing", isHealing);
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}
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playerAnim.SetBool("isHealing", isHealing);
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}
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public void TakeDamage(float amount){
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hp = Mathf.Clamp(hp - amount, 0f, maxHp);
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}
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IEnumerator Healing(float time){
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yield return new WaitForSeconds(time);
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isHealing = false;
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}
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}
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