using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; using TMPro; public class ScoreHandler : MonoBehaviour { [Header("UI")] [SerializeField] TextMeshProUGUI dispayBalance; [Header("Parameters")] [SerializeField] int startHealth = 5; [SerializeField] int startBalance = 100; [Header("Stats")] [SerializeField] int currentHealth; [SerializeField] int currentBalance; public int CurrentBalance {get {return currentBalance;}} void Start() { currentHealth = startHealth; currentBalance = startBalance; UpdateGUI(); } public void ModifyHealth(GameObject enemy) { currentHealth -= 1; CheckIfYouLost(); } public void ModifyHealth(int _amount) { currentHealth += _amount; CheckIfYouLost(); } void CheckIfYouLost(){ if(currentHealth <= 0) { Debug.Log("You lost"); Reload(); } } public void ModifyWealth(int _amount){ currentBalance += _amount; UpdateGUI(); // Debug.Log($"Wealth modification. Change:{_amount}. Current: {wealthAmount}"); } void Reload() { int currentSceneIndex = SceneManager.GetActiveScene().buildIndex; SceneManager.LoadScene(currentSceneIndex); } void UpdateGUI(){ dispayBalance.text = $"Gold: {currentBalance.ToString()}"; } }