public void TakeDamage(Transform bodyPart, ET.DamageType damageType, float damageTaken, bool isDead, Vector3 direction, Vector3 hitPoint, float force) { if (onTakeDamage != null) { onTakeDamage(transform, damageType, damageTaken, isDead, direction, hitPoint, force); } }
public void OnDamageTake(Transform bodyPart, ET.DamageType damageType, float damageTaken, bool isDead, Vector3 direction, Vector3 hitPoint, float force) { switch (damageType) { case ET.DamageType.BulletToBody: ai.Memory.Add( new InformationReceivedDamageBulletToHumanoid ( damageTaken, maxConfidenceDmgBulletToHumanoid, direction, 1, force, 1, bodyPart ) ); break; case ET.DamageType.DirectToHealth: break; default: break; } }
public void ApplyDamage(float damage, Vector3 direction, Vector3 hitPoint, float force, ET.DamageType damageType) { if (!isDead) { health.health -= damage * damageMultiplier; if (health.health <= 0 && force > 0) { StartCoroutine(AddForceToRbs(direction, hitPoint, force)); isDead = true; } TakeDamage(transform, damageType, damage, isDead, direction, hitPoint, force); } }