Health.cs

Description:

Tracks “hit points” and invokes events based on the current amount or state.

Usage Notes:

Bonus Health should not be set to its own health component.

Tip: Lowercase fields in the inspector can be set via UnityEvents.

Public Properties:

Type Name Description Default Value
bool invinsible   false
Health bonusHealth If assigned the hitpoints of the bonus health will need to be depleted before damage can be applied to this health component.  
int hitPoints The hitpoints to start with, it isn’t recommended to modify this value directly during runtime, use ModifyHealth() instead. 100, Minimum value = 0
bool overhealExpand Should the maximum hit points be expanded if healed beyond maxHitPoints? false
bool canRegen Enables passive health regeneration. false
int regenPoints Hitpoints to regenerate. 1, Minimum value = 1
float regenRate Time between regenerating hitpoints (in seconds). 0.1, Minimum value = 0.01
UnityEvent onReceivedDamage    
UnityEvent onHealed    
UnityEvent onDead    

Public Methods:

Name Summary Parameters Returns
ModifyHealth   HealthModifiers modifier, int amount Void
ModifyHealthOverTime Starts a TimedHealthEffect that will modify health over time. TimedHealthEffect effect Void
StopTimedEffectsWithModifier Stops all timed health effects that use a specific health modifier. HealthModifiers modifier Void
StopTimedHealthEffect Stops a specific health effect by its TimedHealthEffect name. string effectName Void
StopAllTimedHealthEffects     Void
ApplyDamage Applies damage, if there is bonus health damage will be applied to that component first. int amount “The amount of damage to apply”. Void
ClearRegenCooldown Instantly regenerates hitpoints if canRegen is true.   void
Heal Instantly heals the specified amount of hitpoints. int amount “The amount of hitpoints to heal”. void
ResetHealth Resets the hitpoints of all health and (optionally) all bonus health components in the chain to their original values. Useful for pooling. bool resetBonusHealth “If true will reset the bonus health recursively until no bonus health is found.” Default value = false Void
SetMaxHitpoints Overrides the initial hitpoint value and adjusts the current hitpoints to fit within the new range. int amount “The new max value of hitpoints”. void
IsLessThanHalfHealth Checks if the amount of hitpoints is below 50% of the intial value.   bool “true if hitpoints are below 50%”.
TimedEffectsPlaying Checks if there are any heal/damage over time effects being applied.   bool “true if there are effect playing”.
HasTimedHealthEffect Checks if there is a specific timed health effect playing. string effectName “The name of the effect to check for”. bool “true if an effect is found”.
DebugTimedEffectCount     void
DebugCurrentHealth     void

Structs:

[Serializable] TimedHealthEffect

Public Properties:

Type Name Description Default Value
string name The name of the effect, used for stopping effects with this name.  
int amount The amount of healing or damage to apply. Minumum value = 1
int times The amount of times to modify health. Minumum value = 1
float interval Time interval in seconds between modifying health. Minumum value = 0

Enumerations:

HealthModifiers

{ damage, heal }