using System; using UnityEngine; using Object = System.Object; public class DamageHandler : MonoBehaviour { public float threshold = 2.5f; public float multiplier = 0.5f; public float maxHealth = 1f; public float health; public float minSize = 0.4f; private void Start() { health = maxHealth; } private void OnCollisionEnter2D(Collision2D other) { float fallSpeed = GetComponent().linearVelocityY; if (fallSpeed > threshold) { float fallDamage = (fallSpeed - threshold) * multiplier; Debug.Log($"Fell with velocity:{fallSpeed}. Fall damage{fallDamage}"); UpdateHealth(health - fallDamage); // Debug.Log($"New health:{health - fallDamage}"); } else { Debug.Log($"Fell with velocity:{fallSpeed}. No fall damage"); } } public void UpdateHealth(float health) { this.health = health; Transform transform = GetComponent(); float healthScaling = minSize + (1 - minSize) * (this.health / maxHealth); transform.localScale = new Vector3(healthScaling,healthScaling,healthScaling); Debug.Log("UpdatedScale and health"); if(this.health <= 0f) { Debug.Log("Die"); Die(); } } public void Die() { Destroy(gameObject); } }