using UnityEngine;
using UnityEngine.UI;
public class PlayerHealth : MonoBehaviour
{
[SerializeField] private Slider healthBar; // Ссылка на слайдер
[SerializeField] private float maxHealth = 100f;
private float currentHealth;
void Start()
{
currentHealth = maxHealth;
UpdateHealthBar();
}
public void TakeDamage(float damage)
{
currentHealth = Mathf.Clamp(currentHealth - damage, 0f, maxHealth);
UpdateHealthBar();
if (currentHealth <= 0f)
{
// Логика поражения
Debug.Log("Игрок погиб!");
}
}
private void UpdateHealthBar()
{
healthBar.value = currentHealth / maxHealth; // Обновляем значение от 0 до 1
}
}
using UnityEngine;
using UnityEngine.UI;
public class PlayerHealth : MonoBehaviour
{
[SerializeField] private Slider healthBar; // Ссылка на слайдер
[SerializeField] private float maxHealth = 100f;
private float currentHealth;
void Start()
{
currentHealth = maxHealth;
UpdateHealthBar();
}
public void TakeDamage(float damage)
{
currentHealth = Mathf.Clamp(currentHealth - damage, 0f, maxHealth);
UpdateHealthBar();
if (currentHealth <= 0f)
{
// Логика поражения
Debug.Log("Игрок погиб!");
}
}
private void UpdateHealthBar()
{
healthBar.value = currentHealth / maxHealth; // Обновляем значение от 0 до 1
}
}