using UnityEngine;
namespace DestroyIt
{
///
/// 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.
///
[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();
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;
}
/// When the Destructible object is damaged, the code in this method will run.
private void OnDamaged()
{
Debug.Log($"{_destObj.name} was damaged for {_destObj.LastDamagedAmount} hit points");
}
}
}