using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class PlayerVitals : MonoBehaviour
{
public Slider healthSlider;
public int maxHealth;
public int healthFallRate;
public Slider thirstSlider;
public int maxThirst;
public int thirstFallRate;
public Slider hungerSlider;
public int maxHunger;
public int hungerFallRate;
void Start()
{
healthSlider.maxValue = maxHealth;
healthSlider.value = maxHealth;
thirstSlider.maxValue = maxThirst;
thirstSlider.value = maxThirst;
hungerSlider.maxValue = maxHunger;
hungerSlider.value = maxHunger;
}
void Update()
{
//HEALTH CONTROL SECTION
if (hungerSlider.value <= 0 && (thirstSlider.value <= 0))
{
healthSlider.value -= Time.deltaTime / healthFallRate * 2;
}
else if (hungerSlider.value <= 0 || thirstSlider.value <= 0)
{
healthSlider.value -= Time.deltaTime / healthFallRate;
}
if (healthSlider.value <= 0)
{
CharacterDeath();
}
//HUNGER CONTROL SECTION
if (hungerSlider.value >= 0)
{
hungerSlider.value -= Time.deltaTime / hungerFallRate;
}
else if (hungerSlider.value <= 0)
{
hungerSlider.value = 0;
}
else if (hungerSlider.value >= maxHunger)
{
hungerSlider.value = maxHunger;
}
//THIRST CONTROL SECTION
if (thirstSlider.value >= 0)
{
thirstSlider.value -= Time.deltaTime / thirstFallRate;
}
else if (thirstSlider.value <= 0)
{
thirstSlider.value = 0;
}
else if (thirstSlider.value >= maxThirst)
{
thirstSlider.value = maxThirst;
}
}
void CharacterDeath()
{
//DEATH
}
}