using System; using Data; using UnityEngine; using UnityEngine.UI; [RequireComponent(typeof(CharacterController))] public class PlayerController : MonoBehaviour { [Header("Movement")] [SerializeField] private float speed; [SerializeField] private float rotationSpeed; [Header("Values")] [SerializeField] private float maxHealth = 100.0f; [Header("References")] [SerializeField] private Image healthBarFillingImage; [Header("Abilities")] [SerializeField] private Ability ability; [SerializeField] private Ability[] abilities; public float _currentHealth; // stupid public value for testing private void Awake() { _currentHealth = maxHealth; } private void Update() { healthBarFillingImage.rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, Mathf.Clamp01(_currentHealth / maxHealth) * 200.0f); } }