IEnumerator FrontHitTriggerIEmurator() { yield return(new WaitForSeconds(0.25f)); BackHitTriggerObj.SetActive(true); HasGetHitBf = false; StopCoroutine(FrontHitTriggerIEmurator()); }
void FrontHitTrigger() { HasGetHitBf = true; BackHitTriggerObj.SetActive(false); _EnemyChracter2Ctrl._Enemy2SoilderState = EnemySoilderStatus.Enemy_GetHurtState; _EnemyChracter2Ctrl.GetHurtMaxTimer = Random.Range(0.8f, 1.4f); _EnemyChracter2Ctrl.GetHurtCrtTimer = _EnemyChracter2Ctrl.GetHurtMaxTimer; _EnemyHealthSys.CrtHealth -= Random.Range(3, 5); if (_EnemyHealthSys.CrtHealth > 0) { _EnemyChracter2Ctrl._anim.SetTrigger(GetHitFrontAnimationTrigger); } else if (_EnemyHealthSys.CrtHealth <= 0) { _EnemyChracter2Ctrl.IsDead = true; } StartCoroutine(FrontHitTriggerIEmurator()); }