using UnityEngine;
public class NPCCombat : MonoBehaviour
{
public int vida = 100;
public bool enPelea = false;
public Animator anim;
private Rigidbody[] ragdollBodies;
private Collider[] ragdollColliders;
private Collider mainCollider;
private Rigidbody mainRigidbody;
void Start()
{
ragdollBodies = GetComponentsInChildren<Rigidbody>();
ragdollColliders = GetComponentsInChildren<Collider>();
mainCollider = GetComponent<Collider>();
mainRigidbody = GetComponent<Rigidbody>();
foreach (var rb in ragdollBodies)
{
if (rb != mainRigidbody)
rb.isKinematic = true;
}
foreach (var col in ragdollColliders)
{
if (col != mainCollider)
col.enabled = false;
}
}
public void RecibirDaño(int daño)
{
if (vida <= 0) return;
vida -= daño;
if (vida <= 0)
{
Matar();
}
else
{
anim.SetTrigger("hit");
}
}
void Matar()
{
enPelea = false;
anim.enabled = false;
GetComponent<NPCController>().enabled = false;
GetComponent<Collider>().enabled = false;
GetComponent<Rigidbody>().isKinematic = true;
GetComponent<UnityEngine.AI.NavMeshAgent>().enabled = false;
foreach (var rb in ragdollBodies)
{
if (rb != mainRigidbody)
rb.isKinematic = false;
}
foreach (var col in ragdollColliders)
{
if (col != mainCollider)
col.enabled = true;
}
}
}