public void takeDamage(float dmg, e_attackType type) { this.HP -= dmg * (1.0f - Convert.ToSingle(Math.Log(armor)) * 0.2f); //TODO ARMOR LOGIC if (this.HP <= 0) { Instantiate(deadPrefab, transform.position, Quaternion.identity); Destroy(gameObject); } }
public void takeDamage(float dmg, e_attackType type) { this.HP -= dmg; if (hpbar_slider != null) { hpbar_slider.value = HP / maxHP; } if (hpbar_values != null) { hpbar_values.text = HP + "/" + maxHP; } if (HP <= 0) { Die(); } }
public void Attack(IDamageable target, e_attackType type) { target.takeDamage(damage, type); attack_timer = 0; }