//TakeDamage method which takes in an interger which is the amount of damage the enemy deals public void TakeDamage(int attackDamage) { damageCooldown++; if (damageCooldown >= 1 && currentHealth >= 1) { //Debug.Log("TakeDamage Called"); //flashing and number indication damagePopUp.PopUp(attackDamage, damagePopUpPosition); segmentBarmanager.UpdateHealth(0 - attackDamage); currentHealth -= attackDamage; damageCooldown = 0; } }
void TakeDamage(Collider col) { if (health <= 0) { //Game over } damageCooldown++; if (damageCooldown > 100 && health >= 1) { //flashing and number indication StartCoroutine(DamageAnim(col)); damagePopUp.PopUp(enemyDamage, damagePopUpPosition); segmentBarmanager.UpdateHealth(0 - enemyDamage); health -= enemyDamage; damageCooldown = 0; } }