Beispiel #1
0
        public void TakeDamage(int damage)
        {
            Debug.Log(this.name + " got hit for " + damage);
            hP -= damage;

            // Trigger Attacked Event callback
            EventCallbacks.HPChangedEventInfo hpcei = new EventCallbacks.HPChangedEventInfo();
            hpcei.EventDescription = "Unit " + gameObject.name + " Has taken " + damage + " damage";
            hpcei.UnitGO           = gameObject;
            hpcei.FireEvent();

            // check for death
            if (hP <= 0)
            {
                CharacterDies();
            }
        }
Beispiel #2
0
        public void RecoverHitPoints(int hitPoints)
        {
            Debug.Log(this.name + " got healed for " + hitPoints);

            hP = Mathf.Clamp(hP += hitPoints, 0, maxHP);

            // Trigger Attacked Event callback -
            // TODO... Alter these events, split 'TakeDamage' into separate 'GetAttacked' and 'HealthChanged' events (currently only 'HealthChanged' would be used)
            EventCallbacks.HPChangedEventInfo hpcei = new EventCallbacks.HPChangedEventInfo();
            hpcei.EventDescription = "Unit " + gameObject.name + " Has recovered " + hP + " health";
            hpcei.UnitGO           = gameObject;
            hpcei.FireEvent();

            // check for death
            if (hP <= 0)
            {
                CharacterDies();
            }
        }