using UnityEngine; using UnityEngine.UI; public class PlayerHealth : Health { [SerializeField] PlayerStat _pstat; public Image UI_HPBar { get; private set; } public Image UI_MPBar { get; private set; } public Image UI_StaminaBar { get; private set; } public PlayerStat Pstat { get { return _pstat; } } private void Awake() { _pstat = GetComponent(); } private void Start() { maxHp = _pstat.MaxHp; currentHp = _pstat.MaxHp; UI_HPBar = GameManager.Instance.InGameUI.UserHealth.UI_HPBar; UI_MPBar = GameManager.Instance.InGameUI.UserHealth.UI_MPBar; UI_StaminaBar = GameManager.Instance.InGameUI.UserHealth.UI_StaminaBar; } private void Update() { UI_HPBar.fillAmount = (float)currentHp / (float)maxHp; } public void TakeDamage(int damage) { ChangeHP(currentHp - Mathf.Clamp(damage,0,currentHp)); } }