//被攻击
 public void BeHit(int _damage, HitEffect _effect)
 {
     if (properties.HpCurrentValue > 0 && !isDamaged)
     {
         _effect.Show(this.gameObject);
         properties.HpCurrentValue -= _damage;
         StartCoroutine("Damaged");
     }
 }
 public void BeHit(int _damage, HitEffect _effect)
 {
     //挨打效果
     _effect.Show(this.gameObject);
     properties.hp -= _damage;
     if (properties.hp <= 0)
     {
         //死亡效果
         properties.dieAction.Die();
         //hp空延迟销毁
         Destroy(this.gameObject, properties.destroyDelay);
     }
 }
Example #3
0
 public void BeHit(int _damage, HitEffect _effect)
 {
     _effect.Show(this.gameObject);
     hp -= _damage;
     //半血一下更换贴图
     if (hp <= halfHp)
     {
         if (spriteRenderer.sprite != helfHpSprite)
         {
             spriteRenderer.sprite = helfHpSprite;
         }
     }
     if (hp <= 0)
     {
         animator.SetBool("Broken", true);
         Destroy(gameObject, destroyDelay);
     }
 }