using BlueWater.Audios; using BlueWater.Players; using UnityEngine; namespace BlueWater { public class SpineDamageableProps : DamageableProps { [SerializeField] private SpineController _spineController; [SerializeField] private string _idleAnimationName; [SerializeField] private string _touchAnimationName; [SerializeField] private string _dieAnimationName; private void Awake() { _spineController = GetComponent(); } protected override void OnEnable() { base.OnEnable(); _spineController.PlayAnimation(_idleAnimationName, true); } private void OnTriggerEnter(Collider other) { if (!other.CompareTag("Player") || CurrentHealthPoint <= 0) return; _spineController.PlayAnimation(_touchAnimationName, false); } private void OnTriggerExit(Collider other) { if (!other.CompareTag("Player") || CurrentHealthPoint <= 0) return; _spineController.PlayAnimation(_idleAnimationName, true); } public override void Die() { if (!string.IsNullOrEmpty(DieSfxName)) { AudioManager.Instance.PlaySfx(DieSfxName); } _spineController.PlayAnimation(_dieAnimationName, false); } } }