using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.AI; public class BarricadeManager : MonoBehaviour { public float health = 0; public List barricadePlanks = new List(); public OffMeshLink offMeshLink; // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { viewHealthAsPlanks(); if (health < 0) { health = 0; } if (health <= 0) { offMeshLink.enabled = true; } else { offMeshLink.enabled = false; } } public void addPlank() { if (health < (barricadePlanks.Count * 10)) { health += 10; offMeshLink.enabled = false; } } public void Damage(float damage) { if (health > 0) { health -= damage; } } void viewHealthAsPlanks() { if (barricadePlanks.Count > 0) { for (int i = 0; i < barricadePlanks.Count; i++) { if (i < (health / 10)) { barricadePlanks[i].SetActive(true); } else { barricadePlanks[i].SetActive(false); } } } } }