void takeMeleeDamage(PrimWepAttack primWepAttack) { health -= primWepAttack.damage; Vector2 moveDirection = demonBody.transform.position - primWepAttack.player.transform.position; demonBody.AddForce(moveDirection.normalized * -500f); Debug.Log("You did: " + primWepAttack.damage + " damage to: " + this.gameObject.name); if (health <= 0) { this.gameObject.transform.rotation = Quaternion.Euler(0, 0, 90f); this.SendMessage("death", health, SendMessageOptions.DontRequireReceiver); this.enabled = false; } }
// Start is called before the first frame update void Start() { weapon = new PrimWepAttack(Iron.damage, Iron.knockback, GameObject.FindGameObjectWithTag("Player")); canHit = false; }
// Use this for initialization void Start() { weapon = new PrimWepAttack(Iron.damage, Iron.knockback, GameObject.FindGameObjectWithTag("Player")); projectileAnim = GetComponent <Animator>(); }