public virtual void TakeDamage(int ammount, DamageType.DamageTypes dtype = DamageType.DamageTypes.Default) { if (health.hull == 0) { //shipController.TakeDamage(ammount, DamageType.DamageTypes.Direct);//im wondering if we want these to be permenant holes in the shields or not. return; } int newhull = health.TakeDamage(ammount); if (newhull < 1) { shipController.TakeDamage(health.maxHull, DamageType.DamageTypes.Direct); foreach (GameObject gO in partsToHide) { gO.SetActive(false); } foreach (GameObject gO in destroyEffects) { gO.SetActive(true); } } }
public int TakeDamage(int ammount, DamageType.DamageTypes dType = DamageType.DamageTypes.Default)//need to move this to fighter script { if (alive) { if (health.sheilds > 0) { ShowSheild(); } int newHull = health.TakeDamage(ammount, dType); if (newHull > 0) { if (healthCo != null) { StopCoroutine(healthCo); } healthCo = StartCoroutine(health.RefreshSheilds()); } else { alive = false; } return(newHull); } return(0); }
public void TakeDamage(int ammount, DamageType.DamageTypes dType = DamageType.DamageTypes.Default) { if (health.hull == 0) { return; } int healthCheck = health.TakeDamage(ammount, dType); if (healthCheck <= 0) { Explode(); } }
public virtual void TakeDamage(int ammount, DamageType.DamageTypes dType = DamageType.DamageTypes.Default)//need to move this to fighter script, on 2nd thought maybe not. { if (!myFighter.alive) { return; } int healthCheck = myFighter.TakeDamage(ammount, dType); if (healthCheck <= 0) { DestroyFighter(); } }
public int TakeDamage(int ammount, DamageType.DamageTypes dType = DamageType.DamageTypes.Default) { switch (dType) { case DamageType.DamageTypes.Default: //Default TakeDamage_Default(ammount); break; case DamageType.DamageTypes.Direct: //Direct TakeDamage_Direct(ammount); break; case DamageType.DamageTypes.ShieldsOnly: //shields only TakeDamage_ShieldsOnly(ammount); break; default: TakeDamage_Default(ammount); break; } return(hull); }
public virtual void TakeDamage(int ammount, DamageType.DamageTypes dType = DamageType.DamageTypes.Default) { health.TakeDamage(ammount, dType); }
public override void TakeDamage(int ammount, DamageType.DamageTypes dType = DamageType.DamageTypes.Default) { base.TakeDamage(ammount, dType); canvasController.UpdateHealthBar(myFighter.health.hull, myFighter.health.sheilds); }