void UpdateHealthDisplay() { if (healthDisplay != null) { PlayerPrefs.SetInt("Health", health); } healthDisplay.UpdateHealthDisplay(); }
public void TakeDamage(int damageValue) { if (!immuneToDamage) { if (currentHealth - damageValue < 1) { currentHealth = 0; PlayerDeath(3f); } else { currentHealth -= damageValue; GetComponent <Animator>().SetTrigger("TakingDamage"); print("taking damage"); print(currentHealth); } immuneToDamage = true; Invoke("TurnOffDamageImmunity", 2f); //cannot take damage more than once every 2 seconds healthDisplay.UpdateHealthDisplay(); } }
void UpdatePlayerValues(){ player.doorwayMessage = doorwayMessage; player.levelThatDoorwayLeadsTo = levelThatDoorwayLeadsTo; player.highScoreMessage = highScoreMessage; player.levelListingMessage = levelListingMessage; player.speedMultiplier = speedMultiplier; player.highScoreMenu = highScoreMenu; player.levelListingMenu = levelListingMenu; player.settingsMenu = settingsMenu; player.helpMenu = helpMenu; player.currentState = currentState; Vector3 currentScale = player.transform.localScale; player.transform.localScale = new Vector3(currentScale.x*scaleMultiplier, currentScale.y*scaleMultiplier, currentScale.z); player.maxHealth = maxHealth; player.currentHealth = maxHealth; if(player.currentState != PlayerController.PlayerState.OutOfCombat) healthDisplay.UpdateHealthDisplay(); }