public void SpawnHitMarker(SkillData skillData) { GameObject go = Instantiate(hitMarkerGO, _initialPos, Quaternion.identity); SetActiveHitMarker(go); activeHitMarker.SetPositions(_checkPoints[0].GetComponent <RectTransform>().localPosition, _checkPoints[1].GetComponent <RectTransform>().localPosition); activeHitMarker.SetSpeed(_speed); _hitBar = go.GetComponent <HitBar>(); if (_combatManager.activeSkill.curHitsCompleted == 0) { UpdateRemainingHitsText(true, -(_combatManager.activeSkill.hitsRequired - hitCount)); } activeHitMarkerCollider = go.GetComponent <BoxCollider2D>(); _hitMarkerVisual = go.transform.GetChild(0).gameObject; }
private void OnTriggerEnter2D(Collider2D collider) { if (collider.Equals(targetCollider) == false) { return; } Bar bar = collider.GetComponentInParent <Bar>(); if (bar == null) { return; } transform.DOKill(); bar.Hide(); ResetSelf(); HitBar?.Invoke(); }
void Start() { m_hitbar = gameObject.GetComponent <HitBar>(); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { hitbar = animator.gameObject.GetComponentInChildren <HitBar>(true); hitbar.gameObject.SetActive(true); }