private void Start() { _Instance = this; if (prefab == null) { prefab = (GameObject)Resources.Load("Prefabs/FloatingDamage"); } if (config == null) { config = Resources.Load <FloatTextConfig>("Config/FloatDamageConfig"); } curveAlpha = config.curveAlpha; curveScale = config.curveScale; curveX = config.curveX; curveY = config.curveY; color = config.color; slideTotalTime = config.slideTotalTime; yOffset = config.yOffset; xOffset = config.xOffset; }
public override void OnTakeDamage(int amount, LVector3 hitPoint) { uiFloatBar.UpdateHp(entity.curHealth, entity.maxHealth); FloatTextManager.CreateFloatText(hitPoint.ToVector3(), -amount); }
public virtual void OnTakeDamage(int amount, LVector3 hitPoint) { FloatTextManager.CreateFloatText(hitPoint.ToVector3(), -amount); }
public override void TakeDamage(int amount, string location) { base.TakeDamage(amount, location); FloatTextManager.CreateFloatText(transform, currentDamage); }