using System.Collections; using System.Collections.Generic; using UnityEngine; public class Enemy : MonoBehaviour { public float moveSpeed; public string enemyName; // var for name (must be unique (playerPrefs.set/get string "enemyName - s") public FloatValue maxHealth; public float health; public float baseAttack; public int isKilled; public string MinionName; // var used for multiplied name - for mission poroggress (kill condition) private void Awake() { health = maxHealth.initialValue; } //TODO /* public void Start() { enemyName = gameObject.name; //Objects Enemy will be created with an assigned name }*/ public void TakeDamage(float damage) { health -= damage; if (health <= 0) { this.gameObject.SetActive(false); } } public void SaveCheckpoint() { PlayerPrefs.SetInt(enemyName + "-S", isKilled); PlayerPrefs.SetFloat(enemyName + "-S.health", health); } }