public void GetDamage(float amount) { health -= amount; healthBarSystem.Hit(); healthBarSystem.SetHelthValue(health); //Slow down if (enemyType != EnemyType.Giant && !isIceBlock) { speed *= 0.75f; agent.speed = speed; animator.speed = speed; animator.SetBool("hit", true); animator.SetBool("bodyshot", true); } //Plat slow animation }
IEnumerator GetDamageSeq(float amount) { currentHealth -= amount; healthBarSystem.Hit(); healthBarSystem.SetHelthValue(currentHealth); //Hit animation yield return(new WaitForSeconds(1)); }