Esempio n. 1
0
    /// <summary>
    /// ダメージを受ける処理
    /// </summary>
    /// <param name="value"></param>
    public void GetDamage(float value, Vector3 HitPosition, bool isWeak = false)
    {
        HP -= value;
        //ダメージ表記
        var type = FadeOutText.DamageType.Enemy_Damage;

        if (isAligment(aligment.player))
        {
            type = FadeOutText.DamageType.Player_Damage;
        }
        else if (isWeak)
        {
            type = FadeOutText.DamageType.Enemey_WeakDamage;
        }

        GameObject uiObj = DamageUIManager.Instantiate(value, type);

        //uiObj.transform.position = transform.position + DamageUIManager.GetDamageUIDeltaPos;
        uiObj.transform.position = HitPosition + DamageUIManager.GetDamageUIDeltaPos;

        if (HP <= 0)
        {
            Death();
        }
        //必要があればノックバックや無敵時間処理を追加
    }
Esempio n. 2
0
    /// <summary>
    /// ダメージを受ける処理
    /// </summary>
    /// <param name="value"></param>
    public virtual void GetDamage(float value, bool isWeak = false)
    {
        var type = FadeOutText.DamageType.Player_Damage;

        GameObject uiObj = DamageUIManager.Instantiate(value, type);

        uiObj.transform.position = transform.position + DamageUIManager.GetDamageUIDeltaPos;
    }