// DidMoveHit == False: Move was blocked public void OnPlayerHitByEnemy(HitData hitData, bool didMoveHit) { if (Overseer.Instance.GameReady) { if (ChipDamageCoroutine != null) { StopCoroutine(ChipDamageCoroutine); } if (didMoveHit) { // "Cash In" built up chip damage that has not been recovered yet. CurrentHealth -= CurrentChipDamage; ComboDamage += hitData.HitDamage; CurrentHealth -= hitData.HitDamage; CurrentChipDamage = 0; } else { CurrentChipDamage += hitData.ChipDamage; } OnCharacterHealthChanged.Invoke(); Anim.SetInteger(SpecialMeterParameter, (int)(SpecialMeter / SpecialMeterStockCount)); } }
public void OnPlayerHitEnemy(Hitbox myHitbox, HitData hit, bool didMoveHit) { if (Overseer.Instance.GameReady) { float meterToAdd = didMoveHit ? hit.HitMeterGain : hit.ChipMeterGain; SpecialMeter = Mathf.Min(MaxSpecialMeter, SpecialMeter + meterToAdd); OnMoveHit.Invoke(); Anim.SetInteger(SpecialMeterParameter, (int)(SpecialMeter / SpecialMeterStockCount)); } }
public void OnClash(Hitbox myHitbox, Hitbox enemyHitbox, HitData hit) { print("Clash"); Anim.SetInteger(SpecialMeterParameter, (int)(SpecialMeter / SpecialMeterStockCount)); }