public void blesser(int valeurDegats, GameObject sourceDegats, float facteurRecule) { deplacement.AttaqueInteromput(); deplacement.UnlockPrincesse(); anim.Play("hurt"); sm.playOneShot(PrincesseInpact, Random.Range(0.1f, 0.3f), Random.Range(0.9f, 1.0f)); if (CanPlaySonHurt) { CanPlaySonHurt = false; //sm.playOneShot(PrincesseHurt,Random.Range(0.5f,0.7f),Random.Range(0.85f,1.0f)); sm.playOneShot(PrincesseHurt[Random.Range(0, 2)], 1, Random.Range(0.9f, 1.0f)); StartCoroutine(WaitForSonHurtToPlay()); } Instantiate(ParticleBlood, new Vector3(this.transform.position.x, this.transform.position.y + HauteurParticule, this.transform.position.z), Quaternion.identity); Vector3 directionRecule = (this.transform.position - sourceDegats.transform.position).normalized; rb.velocity = Vector3.zero; rb.AddForce((directionRecule * (reculeHorizontal * facteurRecule)) + (this.transform.up * (reculeVertical * facteurRecule))); vie_courante = Mathf.Max(vie_courante - valeurDegats, 0); GameControl.control.vie = vie_courante; setHudVie(); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { deplacement = GameObject.FindGameObjectWithTag("Player").GetComponent <PrincesseDeplacement>(); deplacement.UnlockPrincesse(); }