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using UnityEngine;
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namespace Invector
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{
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public class vHealthItem : MonoBehaviour
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{
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[Tooltip("How much health will be recovery")]
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public float value;
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public string tagFilter = "Player";
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void OnTriggerEnter(Collider other)
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{
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if (other.gameObject.CompareTag(tagFilter))
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{
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// access the basic character information
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var healthController = other.GetComponent<vHealthController>();
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if (healthController != null)
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{
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// heal only if the character's health isn't full
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if (healthController.currentHealth < healthController.maxHealth)
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{
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// limit healing to the max health
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healthController.AddHealth((int)value);
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Destroy(gameObject);
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}
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}
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}
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}
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}
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}
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