public void DamageHealth(int Attack) { int damage = DamageCalc.CalcDamage(Attack, _enemy.Defense, DamageType.Energy); _health -= damage; if (_health < 0) { _health = 0; } UpdateHealthBar(); }
private void OnTriggerEnter(Collider other) { if (other.gameObject.CompareTag("Enemy")) { health -= DamageCalc.CalcDamage(base_damage, type, other.GetComponent <UnitController>().type); } if (other.gameObject.CompareTag("Player")) { health -= DamageCalc.CalcDamage(base_damage, type, other.GetComponent <UnitController>().type); } if (health < 0) { health = 0; } if (health <= 0) { this.gameObject.SetActive(false); } }
public void TakeDamage(int Attack) { // Create a vector that's from the enemy to the player with an upwards boost. //Vector3 hurtVector = transform.position - enemy.position + Vector3.up * 5f; // Add a force to the player in the direction of the vector and multiply by the hurtForce. //GetComponent<Rigidbody2D>().AddForce(hurtVector * hurtForce); int damage = DamageCalc.CalcDamage(Attack, _playerControl.playerStats.Armor + _playerControl.playerStats.Defense, DamageType.Energy); _playerControl.playerStats.Health -= damage; if (_playerControl.playerStats.Health < 0) { _playerControl.playerStats.Health = 0; } // Update what the health bar looks like. UpdateHealthBar(); // Play a random clip of the player getting hurt. int i = Random.Range(0, ouchClips.Length); //AudioSource.PlayClipAtPoint(ouchClips[i], transform.position); }