private void damage(float dmg) { if (!isInvulnerable) { if (armor <= 0f) { health -= dmg; } else { health -= dmg * percentageOfDamageReceivedWhileArmored; armor -= dmg * percentageOfDamageReceivedDoneToArmor; if (armor < 0f) { armor = 0f; } } } gui.UpdatePlayerHealthDisplay(health); }
void Start() { health = 100f; //TODO load these values from playerprefs later on armor = 0f; fallDamageMinVel = Mathf.Sqrt(2 * normalGravity * fallDamageMinHeight); fallDamageMaxVel = Mathf.Sqrt(2 * normalGravity * fallDamageMaxHeight); gui = graphicalUserInterface.GetComponent <IGUI>(); gui.SetMaxHealthValue(maxHealth); gui.SetMaxArmorValue(maxArmor); gui.UpdatePlayerHealthDisplay(health); gui.UpdatePlayerArmorDisplay(armor); }