/// <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 }
/// <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; }