public void TakeDamage(int dammage, int KB) { health -= dammage; player.health = health; if (health <= 0) { //joue l'animation de mort ou qqchose gameObject.tag = "dead"; enemy_couroutine script = HitFrom.GetComponent <enemy_couroutine>(); script.SetTarget(null); animator.SetBool("Dead", true); death = Time.time + 4; } else { this.gameObject.GetComponent <Rigidbody>().AddForce(0, (KB - stability) / 2, stability - KB, ForceMode.Impulse); } }
public void TakeDamage(int dammage, int KB) { float TrueDamage = dammage - player.armorPower < 0 ? 1 : dammage - player.armorPower; player.health -= (TrueDamage); if (player.health <= 0) { gameObject.tag = "dead"; if (HitFrom != null) { enemy_couroutine script = HitFrom.GetComponent <enemy_couroutine>(); script.SetTarget(null); } animator.SetTrigger("Dead"); death = Time.time + 3; } else { this.gameObject.GetComponent <Rigidbody>().AddForce(0, (KB - stability) / 2, stability - KB, ForceMode.Impulse); } }