using System; using UnityEngine; public class Health : MonoBehaviour { [SerializeField] private int _maxHealth = 30; private int _currentHealth; public int MaxHealth => _maxHealth; public int CurrentHealth => _currentHealth; public float Ratio => _maxHealth > 0 ? (float)_currentHealth / _maxHealth : 0f; public bool IsDead => _currentHealth <= 0; public event Action OnHealthChanged; public event Action OnDied; private void Awake() { _currentHealth = _maxHealth; } public void TakeDamage(int amount) { if (amount <= 0 || IsDead) return; int previous = _currentHealth; _currentHealth = Mathf.Max(_currentHealth - amount, 0); OnHealthChanged?.Invoke(_currentHealth, _maxHealth); if (_currentHealth <= 0 && previous > 0) OnDied?.Invoke(); } public void Heal(int amount) { if (amount <= 0 || IsDead) return; _currentHealth = Mathf.Min(_currentHealth + amount, _maxHealth); OnHealthChanged?.Invoke(_currentHealth, _maxHealth); } public void ResetHealth() { _currentHealth = _maxHealth; OnHealthChanged?.Invoke(_currentHealth, _maxHealth); } public void SetMaxHealth(int newMax, bool fill = true) { _maxHealth = Mathf.Max(newMax, 1); if (fill) _currentHealth = _maxHealth; else _currentHealth = Mathf.Min(_currentHealth, _maxHealth); OnHealthChanged?.Invoke(_currentHealth, _maxHealth); } }