public void HitTarget(int damage) { if (!attackTarget) { return; } Hurtable targetHurtable = attackTarget.GetComponent <Hurtable>(); if (targetHurtable) { targetHurtable.Hurt(damage); } }
private void ApplyCurrentDepthDamage() { if (currentDepthDamage != null) { if (!seenDamages.Contains(currentDepthDamage)) { UIPopupManager.main.ShowPopup("Going too deep", currentDepthDamage.Message); seenDamages.Add(currentDepthDamage); } damageTimer += Time.deltaTime; if (damageTimer > currentDepthDamage.DamageInterval) { //Debug.Log($"Depthdmg: [{currentDepthDamage.DamageTaken}] player vs depthDmg -> ({GameManager.main.PlayerDepth} > {currentDepthDamage.Depth}) playerHp vs depthBelowHp -> ({playerHurtable.GetMaxHealth()} < {currentDepthDamage.HealthBelow})"); playerHurtable.Hurt(currentDepthDamage.DamageTaken); damageTimer = 0f; } } }
public void Damaged(float amount) { if (amount > 0) { hurtable.Hurt(-amount); } if (amount > 21.0f) { Kill(); } else if (amount > 0f && GameManager.main.FirstHitNormal) { UIPopupManager.main.ShowPopup("Breaking stalagmites", "It seems you need a stronger torpedo to get through these rock formations."); GameManager.main.FirstHitNormal = false; } else if (amount > 10.0f && GameManager.main.FirstHitMedium) { GameManager.main.FirstHitMedium = false; UIPopupManager.main.ShowPopup("Breaking stalagmites", "Still not enough. Get the strongest torpedo and you may get through!"); } }
void DealDamage(Hurtable hurtable) { hurtable.Hurt(damage); }