//Health Control
public class Healthcontrol : MonoBehaviour
{
public Slider slider;
public void SetMaxHealth(int maxhelt)
{
slider.value = maxhelt;
slider.maxValue = maxhelt;
}
public void SetCurHealth(int curhealth)
{
slider.value = curhealth;
}
}
//Player Script
public class Player : MonoBehaviour
{
public int maxHealth = 21;
public int currentHealth;
public timebomber timebomb;
public Healthcontrol healthcon;
void Start()
{
timebomb.GetComponent<timebomber>();
healthcon.SetMaxHealth(maxHealth);
currentHealth = maxHealth;
}
// Update is called once per frame
void Update()
{
}
public void Damage(int damage)
{
currentHealth = currentHealth - damage;
healthcon.SetCurHealth(currentHealth);
}
}
//enemy script
public class timebomber : MonoBehaviour
{
public AIPath aipath;
public Animator anim;
private float destroytime = 1.5f;
public GameObject timebomb;
public Rigidbody2D rb2;
public float exforce = 10000f;
public int damage = 2;
public Player player;
public bool didexplode;
void Start()
{
player.GetComponent<Player>();
}
void Update()
{
if (aipath.desiredVelocity.x <= 0.01f)
{
anim.Play("left");
}
else if (aipath.desiredVelocity.x >= 0.01f)
{
anim.Play("timeanim");
}
}
private void OnCollisionEnter2D(Collision2D collision)
{
if(player != null)
{
player.Damage(damage);
}
didexplode = true;
Debug.Log("lol he hits you");
anim.Play("boom");
aipath.enabled = false;
this.enabled = false;
GetComponent<Collider2D>().enabled = false;
Destroy(timebomb, destroytime);
}
}