public void HighlightingDamage() { if (_damageState == damageState.noDamage) { _tempColor = _renderer.color; _damageState = damageState.increase; } }
private void OnMouseExit() { _selectionState = selectionState.normal; if (_damageState != damageState.noDamage) { _tempColor = defaultColor; _damageState = damageState.decrease; } else { _renderer.color = defaultColor; } _UI_Panel.Fade(0); }
public void ChangeDamageState(int strength) { state = state + strength; if (state + strength < damageState.None) { state = damageState.None; } else if (state + strength > damageState.Dead) { state = damageState.Dead; } DamageStateController(); }
void Start() { stateEffects = GetComponent <DamageStateEffects>(); state = damageState.None; }
private void ColorChange(Color targetColor, damageState targetState) { _renderer.color = Color.Lerp(_renderer.color, targetColor, colorChangeSpeed * Time.deltaTime); _damageState = (_renderer.color == targetColor) ? targetState : _damageState; }