IEnumerator DidAttack() // attack animation { animator.SetBool("Attack01", true); yield return(new WaitForSeconds(1.0f)); animator.SetBool("Attack01", false); ourLocation = transform.TransformPoint(attackPosition); enemies = GameObject.FindGameObjectsWithTag("enemy"); foreach (GameObject enemy in enemies) { Status_EBunny enemyStatus = enemy.GetComponent <Status_EBunny>(); if (enemyStatus == null) { continue; } if (Vector3.Distance(enemy.transform.position, ourLocation) < attackRadius) { enemyStatus.ApplyDamage(damage); } } isBusy = false; }
// Update is called once per frame void Update() { HideEnemyHub(); closestEnemy = playerAttackController.GetClosestEnemy(); if (closestEnemy != null) { distanceToClosestEnemy = Vector3.Distance(closestEnemy.transform.position, player.transform.position); if (distanceToClosestEnemy < 20) { ShowEnemyHub(); enemyStatus = closestEnemy.GetComponent <Status_EBunny>(); HealthBar.value = enemyStatus.health / enemyStatus.maxHealth; Debug.Log(HealthBar.value); } } else { HideEnemyHub(); } }