using Lights; using System.Collections.Generic; using TMPro; using UnityEngine; public class Player : MonoBehaviour { [Header("Оружие")] public List weaponsContainer; private int weaponIndex = 0; public Weapon ActiveWeapon => weaponsContainer[weaponIndex]; [Header("Система ныряния")] public PlayerDiveSystem DiveSystem; [Header("Здоровье")] public Health HealthComponent; [SerializeField] private List hitboxes; [SerializeField] private float maxHp = 500; [Header("Прицеливание врагов")] [Tooltip("Точка в которую будут целиться враги")] public Transform EnemiesTarget; private void Awake() { foreach (var hitbox in hitboxes) hitbox.Initialize(gameObject); HealthComponent.Initialize(maxHp, hitboxes); HealthComponent.Damaged += HealthComponent_Damaged; } private void OnDestroy() { if(HealthComponent != null) HealthComponent.Damaged -= HealthComponent_Damaged; } private void HealthComponent_Damaged(float obj) { LightSystem.Ef_Alarm(); } public void _NextWeapon() { weaponIndex = (weaponIndex + 1) % weaponsContainer.Count; G.WeaponModel.WeaponChangeHandler(ActiveWeapon); } public void _Shoot() { ActiveWeapon.Shoot(); } }