EnemyHealth

Reworked in 1.3 Update

Oriented at enemies only.

Check some examples of EnemyHealth usage:

Identity

  • _name: Name of the enemy. This will appear on the killfeed

Statistics

  • maxHealth: initial enemy health

  • maxShield: initial enemy shield

  • destroyOnDie: When the object dies, decide if it should be destroyed or not.

    • deathEffect

UI

  • showUI: If true, it will display the UI with the shield and health sliders

    • healthSlider: Slider to display the health

    • shieldSlider: Slider to display the shield

Click on Create Default UI to generate and automatically assign Health & Sliders

  • showDamagePopUps: Enables and disables Damage Pop Ups, which appear on hitting enemies.

    • damagePopUp: Damage Pop Up object, stored at Cowsins/Prefabs/Others

    • xVariation: Horizontal randomness variation

Click on Assign Default Damage Pop Up to automatically add a reference to the default Damage Pop Up in FPS Engine ( Recommended to use )

  • showKillFeed: If true, it will display the KillFeed UI on eliminating an enemy

  • events

Functions and Accessors | EnemyHealth.cs

isDead ( bool ) / Protected ( only accessible from scripts that inherit from Interactable.cs )

Returns true if the enemy is dead

Player ( Transform )

Returns the player transform.

health ( float ) / ReadOnly

Returns the current health of the enemy.

shield ( float) / ReadOnly

Returns the current shield of the enemy.

Start() / virtual function

Update() / virtual function

Damage(float _damage, bool isHeadshot) / virtual function

Damage the enemy.

  • damage: Damage to apply on damageable´s health.

  • isHeadshot: Whether the shot landed on critical areas or not.

Die() / virtual function

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