40 lines
1.5 KiB
C#
40 lines
1.5 KiB
C#
/// ---------------------------------------------
|
|
/// Ultimate Character Controller
|
|
/// Copyright (c) Opsive. All Rights Reserved.
|
|
/// https://www.opsive.com
|
|
/// ---------------------------------------------
|
|
|
|
namespace Opsive.UltimateCharacterController.Objects.CharacterAssist
|
|
{
|
|
using Opsive.Shared.Game;
|
|
using Opsive.UltimateCharacterController.Traits;
|
|
using UnityEngine;
|
|
|
|
/// <summary>
|
|
/// Heals the object that has the Health component.
|
|
/// </summary>
|
|
public class HealthPickup : ObjectPickup
|
|
{
|
|
[Tooltip("The amount of health to replenish.")]
|
|
[SerializeField] private float m_HealthAmount = 40;
|
|
[Tooltip("Should the object be picked up even if the object has full health?")]
|
|
[SerializeField] private bool m_AlwaysPickup;
|
|
|
|
public float HealthAmount { get { return m_HealthAmount; } set { m_HealthAmount = value; } }
|
|
public bool AlwaysPickup { get { return m_AlwaysPickup; } set { m_AlwaysPickup = value; } }
|
|
|
|
/// <summary>
|
|
/// A GameObject has entered the trigger.
|
|
/// </summary>
|
|
/// <param name="other">The GameObject that entered the trigger.</param>
|
|
public override void TriggerEnter(GameObject other)
|
|
{
|
|
var health = other.GetCachedParentComponent<Health>();
|
|
if (health != null && health.IsAlive()) {
|
|
if (health.Heal(m_HealthAmount) || m_AlwaysPickup) {
|
|
ObjectPickedUp(health.gameObject);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} |