public void Hit(Player _player, WeaponCol _col) { if(isAttacking) { _player.TakeDamage(damage); _col.hasAttacked = true; } }
public void Start() { health = maxHealth; weaponCol = GameObject.FindGameObjectWithTag("Point").GetComponent <WeaponCol>(); ShowDataHudOBJ = GameObject.Find("ShowDataHud"); showDataHUD = ShowDataHudOBJ.GetComponent <ShowDataHUD>(); thisCollider = gameObject.GetComponent <Collider>(); healthBarBG.sizeDelta = new Vector2(health * 2, healthBar.sizeDelta.y); }
public void Hit(Transform target, WeaponCol _col) { if (isAttacking) { if (target.GetComponent <CharacterHealth>()) { target.GetComponent <CharacterHealth>().LoseHealth(damage); } else if (target.GetComponent <BackgroundFace>()) { target.GetComponent <BackgroundFace>().LoseHealth(damage); } _col.hasAttacked = true; } }
private void Start() { HurtArray[0] = 30; HurtArray[1] = 30; HurtArray[2] = 30; HurtArray[3] = 80; HurtArray[4] = 80; HurtArray[5] = 80; weaponCol = GameObject.FindGameObjectWithTag("Point").GetComponent <WeaponCol>(); activeGun = SaveData.WeaponEquiped; switch (activeGun) { case 0: weaponCol.HealthToRemove = HurtArray[0]; break; case 1: weaponCol.HealthToRemove = HurtArray[1]; break; case 2: weaponCol.HealthToRemove = HurtArray[2]; break; case 3: weaponCol.HealthToRemove = HurtArray[3]; break; case 4: weaponCol.HealthToRemove = HurtArray[4]; break; case 5: weaponCol.HealthToRemove = HurtArray[5]; break; default: break; } GunSelected(activeGun); //No tocar, permite la seleccion del arma }