using UnityEngine; using TMPro; public class HealthManager : MonoBehaviour { [SerializeField] private float _maxHealth = 100f; [SerializeField] private float _currentHealth = 100f; [SerializeField] private TMP_Text _healthText; public float CurrentHealth { get => _currentHealth;} public float MaxHealth { get => _maxHealth; } private void Start() { if(_healthText != null) _healthText.text = _currentHealth.ToString() + "/" + _maxHealth.ToString(); } private void Update() { if (_healthText != null) _healthText.text = _currentHealth.ToString() + "/" + _maxHealth.ToString(); } public void ModifyHealth(float amount) { if (_currentHealth + amount > _maxHealth) { _currentHealth = _maxHealth; return; } if (_currentHealth + amount <= 0) { _currentHealth = 0; if (transform.tag == "Player") Debug.Log("Game over bastarde"); else { Destroy(gameObject); Debug.Log("Character named " + gameObject.name + " died"); } return; } _currentHealth += amount; Debug.Log("Health of " + gameObject.name + ": " + _currentHealth); } }