public void TakeDamage(int damage) { damage -= armor.GetValue(); damage = Mathf.Clamp(damage, 0, int.MaxValue); currentHealth -= damage; // Debug.Log(transform.name + "takes " + damage + "damage."); if (currentHealth <= 0) { Die(); } }
public void TakeDamage(int damage) { //prevents some damage depending on armor stats damage -= armor.GetValue(); damage = Mathf.Clamp(damage, 0, int.MaxValue); currentHealth -= damage; print(currentHealth + " " + maxHealth); hpRemain = (float)currentHealth / maxHealth; print(hpRemain); gameObject.GetComponent <HealthBarControl>().setHealthBar(hpRemain); Debug.Log(transform.name + " takes " + damage + " damage "); if (currentHealth <= 0) { Die(); } }
// Damage the character public void TakeDamage(int damage) { // Subtract the armor value damage -= armor.GetValue(); damage = Mathf.Clamp(damage, 0, int.MaxValue); // Damage the character currentHealth -= damage; Debug.Log(transform.name + " takes " + damage + " damage."); if (OnHealthChanged != null) { OnHealthChanged(maxHealth, currentHealth); //healthbar.SetMaxHealth(currentHealth); } // If health reaches zero if (currentHealth <= 0) { Die(); } }