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beat-td/Assets/Scripts/EnemyStatus.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyStatus : MonoBehaviour {
public int livesCost = 1;
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public int masks = 1;
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public float baseHealth = 10f;
public float healthPerSecond = 0.6f;
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private GameStatus gameStatus;
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private SongData songData;
private float health;
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void Start()
{
gameStatus = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameStatus>();
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songData = GameObject.FindGameObjectWithTag("GameController").GetComponent<SongData>();
health = baseHealth + healthPerSecond * songData.songTime;
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}
private void OnTriggerEnter2D(Collider2D collision)
{
KickCollision kickCollision = collision.GetComponent("KickCollision") as KickCollision;
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SnareCollision snareCollision = collision.GetComponent("SnareCollision") as SnareCollision;
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if (kickCollision != null)
{
health -= kickCollision.damage;
}
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if (snareCollision != null)
{
health -= snareCollision.damage;
Destroy(snareCollision.gameObject);
}
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if (collision.gameObject.tag == "Tower")
{
Destroy(collision.gameObject);
}
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}
void Update()
{
if(health <= 0)
{
Die();
}
}
void Die()
{
gameStatus.money += masks;
Destroy(gameObject);
}
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}