public void BeActack() { HP--; HP = Mathf.Max(HP, 0); PlayerPrefs.SetInt("currentHp", HP); if (HP > 0) { isFainting = true; SetActive(false); colliderBody.enabled = false; IsPressJump = false; timePressJump = 0; animator.SetBool("IsFainting", true); if (cloneEffectFLash == null) { cloneEffectFLash = GameObject.Instantiate(effectPlash); cloneEffectFLash.SetTimeMax(2); cloneEffectFLash.SetSpriteRender(this.gameObject.GetComponent <SpriteRenderer>()); cloneEffectFLash.Active(); } } if (HP == 0) { Die(); } }
private void OnTriggerEnter2D(Collider2D collision) { if (cloneEffectFLash == null && collision.gameObject.layer.ToString() == "11") //skill { HP--; if (HP == 0) { selfDestruct = GameObject.Instantiate(selfDestruct); selfDestruct.transform.position = this.gameObject.transform.position; GameObject.Destroy(this.gameObject); } if (HP > 0) { cloneEffectFLash = GameObject.Instantiate(effectPlash); cloneEffectFLash.SetTimeMax(2); cloneEffectFLash.SetSpriteRender(this.gameObject.GetComponent <SpriteRenderer>()); cloneEffectFLash.Active(); } } }