//============================== INTERFACES =============================================== /// <summary> /// Permite recibir daño e Informar al agresor del resultado de su ataque. /// </summary> /// <param name="DamageStats">Las estadísticas que afectan el "Daño" recibído.</param> public override HitResult Hit(HitData HitInfo) { HitResult result = HitResult.Default(); float Damage = HitInfo.Damage; if (_Smashed) { Damage *= DamageMultiplier; } else { print("Esta normalito, le doy la data normalita"); FRitmo.HitRecieved(HitInfo.AttackID, HitInfo.AttackType); } Health -= Damage; if (IsAlive) { result.bloodEarned = BloodPerHit; result.HitConnected = true; var particle = Instantiate(OnHitParticle, transform.position, Quaternion.identity); Destroy(particle, 3f); EnemyHealthBar.FadeIn(); } else { result.TargetEliminated = true; result.bloodEarned = BloodForKill; var particle = Instantiate(OnHitParticle, transform.position, Quaternion.identity); Destroy(particle, 3f); sm.Feed(BossStates.dead); } return(result); }
//======================== OVERRIDES & INTERFACES ========================================= public override HitResult Hit(HitData HitInfo) { HitResult result = HitResult.Default(); if (HitInfo.Damage > 0 && IsAlive) { //Si el enemigo no me había detectado. if (!_targetDetected) { _targetDetected = true; } if (_blocking && !Disarmed) //Si estoy bloqueando... { print("Estoy bloqueando"); if (sight.angleToTarget < 80 && !HitInfo.BreakDefence) { result.HitBlocked = true; onBlockedHit(); if (_canParry) { _sm.Feed(ShieldEnemyStates.parry); } else { _sm.Feed(ShieldEnemyStates.think); } } else if (sight.angleToTarget > 80 || HitInfo.BreakDefence) { _sm.Feed(ShieldEnemyStates.vulnerable); } } else //Si no estoy bloqueando... { anims.SetTrigger("getDamage"); onGetHit(); result.HitConnected = true; Health -= HitInfo.Damage; var particle = Instantiate(OnHitParticle, transform.position, Quaternion.identity); Destroy(particle, 3f); EnemyHealthBar.FadeIn(); //Si mi vida es menor a 0... if (!IsAlive) { result.TargetEliminated = true; // Aviso que estoy muerto. result.bloodEarned = BloodForKill; _sm.Feed(ShieldEnemyStates.dead); // Paso al estado de muerte. } else { _sm.Feed(ShieldEnemyStates.think); //Por default paso a think. } } } return(result); }