public void DamagePlayer(float dmg) { if (curPlayerHealth <= dmg) { curPlayerHealth -= curPlayerHealth; } else { curPlayerHealth -= dmg; } OnPlayerTakeDamage?.Invoke(); if (curPlayerHealth == 0) { if (hitSpikeWall) { SetState(PlayerStates.SPIKE_DEAD); } else if (currentState == PlayerStates.BOOM_JUMP) { SetState(PlayerStates.BOOM_DEAD); } } }
private void OnDisable() { onPlayerLoseLife -= LoseOneLife; onPlayerTakeDamage -= TakeDamage; onPlayerDie -= Die; }
private void OnEnable() { onPlayerLoseLife += LoseOneLife; onPlayerTakeDamage += TakeDamage; onPlayerDie += Die; }
void DamagePlayer(bool damaging) { FindPlayer(); if (player != null && !player.IsInvincible() && damaging) { OnGrantPlayerInvincibility.Invoke(secondsOfInvincibility); OnPlayerTakeDamage.Invoke(); OnResetPlayerCombo.Invoke(); } }
public void TakeDamage(int damage) { Health -= damage; OnPlayerTakeDamage?.Invoke(); if (Health == 0) { Die(); } }
public IEnumerator UnlistenTakeDamage(float timer) { while (timer > 0) { onPlayerTakeDamage -= TakeDamage; timer -= Time.deltaTime; yield return(null); } onPlayerTakeDamage += TakeDamage; }
public static void DamageTaken(float amount, Vector3 direction) { OnPlayerTakeDamage?.Invoke(amount, direction); }
public static void OnPlayerTakeDamageFunction(float damageAmount) { OnPlayerTakeDamage?.Invoke(damageAmount); }