using UnityEditor.Search; using UnityEngine; using TMPro; public class PlayerStats : MonoBehaviour { [SerializeField] int maxHealth = 100; int currentHealth; [SerializeField] float timeRemaining = 60f; [SerializeField] TextMeshProUGUI healthText, timeText; // Start is called once before the first execution of Update after the MonoBehaviour is created void Start() { currentHealth = maxHealth; healthText.text = "Health: " + currentHealth.ToString(); timeText.text = "Time: " + Mathf.RoundToInt(timeRemaining).ToString(); InvokeRepeating("CountdownTimer", 1f, 1f); } // Update is called once per frame void Update() { } public void TakeDamage(int damageAmount) { currentHealth -= damageAmount; healthText.text = "Health: " + currentHealth.ToString(); if (currentHealth <= 0) { Die(); } } void Die() { Debug.Log("Player has died."); gameObject.SetActive(false); } void CountdownTimer() { if (timeRemaining > 0) { timeRemaining -= Time.deltaTime; timeText.text = "Time: " + Mathf.RoundToInt(timeRemaining).ToString(); } else { Debug.Log("Time's up!"); Die(); } } }