public virtual void Hit(int damage) { int damageP = (int)(((fullHP - HP) * 1.0f / (fullHP * 1.0f) * 100)); int damageL = ConfigM.GetFloorDamageLevel(damageP); switch (damageL) { case 1: SetRendererTexture(Wall1_r, 0); SetRendererTexture(Wall1_l, 1); SetRendererTexture(Wall1_m, 2); break; case 2: SetRendererTexture(Wall2_r, 0); SetRendererTexture(Wall2_l, 1); SetRendererTexture(Wall2_m, 2); break; case 3: SetRendererTexture(Wall3_r, 0); SetRendererTexture(Wall3_l, 1); SetRendererTexture(Wall3_m, 2); break; default: //Debug.Log("damageL="+damageL); break; } if (ani != null) { ani.SetTrigger("tLHit"); } }
private void SetDamageTexture() { int damageP = (int)(((fullHP - HP) * 1.0f / (fullHP * 1.0f) * 100)); int damageL = ConfigM.GetFloorDamageLevel(damageP); }