public void TakeDamage(float damage, Vector3 ImpactValue) { if (Time.time - lastDamageTime > 0.15f) { Debug.Log("tomei dnao"); currentHealth -= damage; if (currentHealth > 0) { m_animator.SetTrigger("takeDamage"); } externalForce += ImpactValue; gameManager.StopTime(0.25f, 10, 0f); StartCoroutine(gameManager.CamShake(0.05f)); lastDamageTime = Time.time; if (currentHealth <= 0) { dead = true; m_collider.enabled = false; m_animator.SetTrigger("death"); gameManager.AddScore(); gameManager.RespawnEnemy(this); //die } } }
void Dead() { eStates = EnemyStates.Dead; m_collider.enabled = false; m_animator.SetTrigger("death"); gameManager.AddScore(); gameManager.RespawnEnemy(this); }