Example #1
0
 public void Injure(float amount)
 {
     if (!isInvulnerable)
     {
         DamageUtilities.Injure(this, amount);
     }
 }
 //Bespoke Injure functionality
 //Checks that the player is neither invulnerable nor recently injured before applying damage and updating the sprite.
 //A coroutine is used to reset the player to the default, injurable state using InjuryReset() below.
 public void Injure(float amount)
 {
     if ((!isInvulnerable) && (!wasInjured))
     {
         DamageUtilities.Injure(this, amount);
         wasInjured   = true;
         sprite.color = Color.red;
         StartCoroutine(InjuryReset());
     }
 }
Example #3
0
 public void Injure(float amount)
 {
     if (isIsolated == true)
     {
         DamageUtilities.Injure(this, amount);
     }
     else
     {
         SpeedDecrease(amount / 10);
     }
 }