Creating a Health component
Both the player spaceship and enemies need health. Health is a measure of a character's presence and legitimacy in the scene, typically scored as a value between 0-100. 0 means death, and 100 means full health. Health is, in many respects, specific to each instance: the player has a unique health rating, and the enemy theirs. There are nevertheless many things in common, in terms of behavior, between player and enemy health, that it makes sense to code health as a separate component and class that can be attached to all objects that need health. Create a new class called Health
, which should be attached to the player and all enemies or objects that need health:
public class Health : MonoBehaviour { public GameObject DeathParticlesPrefab = null; public bool ShouldDestroyOnDeath = true; [SerializeField] private float _HealthPoints = 100f; }
The Health
class maintains object health through a...