public void TakeDamage(int damage) { health -= damage; onDamaged.Invoke(health); if (health < 1) { onDie.Invoke(); } }
public void TakeDamage(int damage) { health -= damage; onDamaged.Invoke(health); if (health < 1) { onDie.Invoke(); if (player == null) { Destroy(gameObject); } } if (player != null) { InvokeRepeating("regen", 4, 50); } }
public void OnDamaged() { OnDamagedEvent?.Invoke(); foreach (var handler in handlers) { handler.OnDamaged(); } }
public void TakeDamage(int damage) { hp -= damage; onDamaged.Invoke(hp);//takes dmg if (hp < 1) { onDie.Invoke();//oof } }
public void TakeStealth(int damage) { Stealth -= damage; onDetect.Invoke(Stealth); if (Stealth < 1) { onDectected.Invoke(); } }
public void TakeDamage(int damage) { health -= damage; onDamaged.Invoke(health); if (health < 1) { onDie.Invoke(); Destroy(gameObject); } }
public void TakeDamage(int damage) { health -= damage; onDamaged.Invoke(health); damageIndicator(); if (health == 0) { onDie.Invoke(); } }
public void TakeDamage(int damage) { //reduces health by damage quantity health -= damage; //invoke ondamaged with updated health onDamaged.Invoke(health); //if health is zero or fewer if (health < 1) { //if there's no health, die onDie.Invoke(); } }
public void TakeDamage(int damage) { Health -= damage; onDamaged.Invoke(Health); if (Health < 1) { onDie.Invoke(); } else if (Health > 100) { Health = 100; } }
//Creates a method that changes the health value and will destroy the game object if it runs out of health public void TakeDamage(int damage) { health -= damage; TakenDamage = true; onDamage.Invoke(health); if (health < 1) { Vector3 rotationInDegrees = transform.eulerAngles; Quaternion rotationInRadians = Quaternion.Euler(rotationInDegrees); Instantiate(playerBody, transform.position, rotationInRadians); onDie.Invoke(); } }
// When the player takes damage, reduce health // and allow onDie. public void TakeDamage(int damage) { health -= damage; onDamaged.Invoke(health); playerAudioSource.PlayOneShot(takenDamage, 0.25f); if (health < 1) { if (hasPlayedDeathSound == false) { playerAudioSource.PlayOneShot(die, 0.25f); hasPlayedDeathSound = true; } if (hasPlayedDeathSound == true) { onDie.Invoke(); } } }
/************************************* * * PUBLIC METHODS * *************************************/ /* * TakeDamage * this public method is called by other GameObjects, like the bullet. * when a bullet intersects with the Collider2D on this GameObject, the bullet will * use SendMessage to run this method, giving it an amount of damage. * TakeDamage will then remove the damage given by the bullet and send and event updating the health * value and dying if the health is less than 1 */ public void TakeDamage(int damage) { /* * REMOVE THE DAMAGE FROM THE CURRENT HEALTH * here we minus the damage given by the TakeDamage method's "damage" parameter * giving us a new value for our health */ health -= damage; /* * SEND THE onDamaged CUSTOM EVENT * here we use the Invoke method on the custom event and give it our current health value. * We can use this to update other GameObject that may want to know about our GameObjects's health * like a health bar. * see link: https://docs.unity3d.com/Manual/UnityEvents.html * see link: https://docs.unity3d.com/ScriptReference/Events.UnityEvent_1.html */ onDamaged.Invoke(health); /* * CHECK IF health IS LESS THAN 1 * If our new health value is less than 1, send the onDie event */ if (health < 1) { /* * SEND THE onDie EVENT * here we use the Invoke method and give it no parameters. * onDie is a standard UnityEvent, which have no parameters to send. * We can use this in the Editor to destroy the GameObject, or activate * an animation etc. * see link: https://docs.unity3d.com/Manual/UnityEvents.html * see link: https://docs.unity3d.com/ScriptReference/Events.UnityEvent.html */ onDie.Invoke(); } }
//used to subtract the damage amount from health public void TakeDamage(int damage) { //subtracts the value of damage from health health -= damage; //invoke the onDamaged event with the value of health if (health > 0) { onDamaged.Invoke(health); } //destroys the game object if the health drops below 1 if (health < 1 && dead == false) { dead = true; onDie.Invoke(); } //updates the health updateHealth(); }