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PlayerHealth.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class PlayerHealth : MonoBehaviour
{
public float maxHealth = 10;
public float health;
Vector2 startPos;
SpriteRenderer spriteRenderer;
public bool isRespawn;
[SerializeField] private AudioSource deathSoundEffect;
// Start is called before the first frame update
void Start()
{
health = maxHealth;
startPos = transform.position;
}
// Update is called once per frame
void Update()
{
DieVoid();
}
private void Awake()
{
spriteRenderer = GetComponent<SpriteRenderer>();
}
void DieVoid()
{
if(gameObject.transform.position.y <= -10)
{
deathSoundEffect.Play();
Die();
}
}
public void TakeDamage(int damage)
{
health-=damage;
if(health <= 0)
{
deathSoundEffect.Play();
Die();
}
}
void Die()
{
if(isRespawn)
{
StartCoroutine(Respawn(.5f));
}
else
{
SceneManager.LoadScene("YouDied");
}
}
IEnumerator Respawn(float duration)
{
spriteRenderer.enabled = false;
yield return new WaitForSeconds(duration);
transform.position = startPos;
health = maxHealth;
spriteRenderer.enabled = true;
}
}