35 lines
1.3 KiB
C#
35 lines
1.3 KiB
C#
|
|
using UnityEngine;
|
|||
|
|
|
|||
|
|
namespace DestroyIt
|
|||
|
|
{
|
|||
|
|
/// <summary>
|
|||
|
|
/// This is a helper script that listens to a Destructible object's DamagedEvent and runs additional code when the object is damaged.
|
|||
|
|
/// Put this script on a GameObject that has the Destructible script.
|
|||
|
|
/// </summary>
|
|||
|
|
[RequireComponent(typeof(Destructible))]
|
|||
|
|
public class WhenDamaged : MonoBehaviour
|
|||
|
|
{
|
|||
|
|
private Destructible _destObj;
|
|||
|
|
|
|||
|
|
private void Start()
|
|||
|
|
{
|
|||
|
|
// Try to get the Destructible script on the object. If found, attach the OnDamaged event listener to the DamagedEvent.
|
|||
|
|
_destObj = gameObject.GetComponent<Destructible>();
|
|||
|
|
if (_destObj != null)
|
|||
|
|
_destObj.DamagedEvent += OnDamaged;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
private void OnDisable()
|
|||
|
|
{
|
|||
|
|
// Unregister the event listener when disabled/destroyed. Very important to prevent memory leaks due to orphaned event listeners!
|
|||
|
|
if (_destObj == null) return;
|
|||
|
|
_destObj.DamagedEvent -= OnDamaged;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>When the Destructible object is damaged, the code in this method will run.</summary>
|
|||
|
|
private void OnDamaged()
|
|||
|
|
{
|
|||
|
|
Debug.Log($"{_destObj.name} was damaged for {_destObj.LastDamagedAmount} hit points");
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
}
|