public void TakeDamage(float damage, string damageIdentifier, float timeForNextAttack) { if (isDead) { return; } if (hitDetectionTable.Get(damageIdentifier)) { // print("PLAYER GOT HIT, BUT HAS IMMUNE"); return; } // print("PLAYER GOT HIT!"); StartCoroutine(SetDamageImmuneForSeconds(damageIdentifier, timeForNextAttack - 0.1f)); if (isGuarded) { // print("PLAYER GUARDED ENEMY ATTACK! NO DAMAGE TAKEN!"); isGuarded = false; return; } health -= damage; if (health <= 0) { isDead = true; } }
public void TakeDamage(float damage, string damageIdentifier, float timeForNextAttack) { if (isDead) { return; } if (hitDetectionTable.Get(damageIdentifier)) { // print("ENEMY TOOK THE DAMAGE, BUT HAS IMMUNE FOR " + damageIdentifier); return; } // print("ENEMY GOT HIT, NOW HAS " + health + " AND HAS IMMUNE ABOUT" + damageIdentifier + " FOR " + timeForNextAttack + " seconds."); StartCoroutine(SetDamageImmuneForSeconds(damageIdentifier, timeForNextAttack - 0.1f)); health -= damage; if (health <= 0) { isDead = true; animator.SetTrigger("isDead"); enemyCollider.enabled = false; } }