//受到攻擊後扣血 override public void TakeDamage(float amount) { //if(!alive){ // return; //} //if(currentHealth<=0){ // currentHealth=0; // alive=false; // } base.TakeDamage(amount); HP1.SetActive(true); StartCoroutine(makenew()); // if(currentHealth<=0||hitpoint<=0) // { // isdie=true; // if(hitpoint>-8){ // CC.isTrigger = true; // RB.useGravity=true; // RB.isKinematic=false; // } // } }
private IEnumerator makenew() { yield return(new WaitForSeconds(3f)); HP1.SetActive(false); HP12.SetActive(false); }