void Start() { fullHealthInt = health; health = 1; //isBuilding = false; spriteMaterial = GetComponent <SpriteRenderer>(); healthScript = GetComponent <healthBarControlled>(); healthScript.SetHealth(health / fullHealthInt); //InvokeRepeating("callsBuilder", 1f, 1f); }
//------------------------------------- interface public bool HealingBuilding() { //Debug.Log("HealingBuilding"); _health += Time.deltaTime; if (_health > 1 && health < fullHealthInt) { health++; healthScript.SetHealth(health / fullHealthInt); _health = 0; if (health >= fullHealthInt) { health = (int)fullHealthInt; return(false); } return(true); } if (health >= fullHealthInt) { health = (int)fullHealthInt; return(false); } return(true); }
public void GetDamage(int hit) { //Debug.Log("Enemy Get Damage\n"+ ((float)_healthEnemy / (float)_fullHealthEnemy)); _healthEnemy -= hit; if (_healthEnemy <= 0) { Destroy(gameObject); } else { _setHealthBarHealth.SetHealth(((float)_healthEnemy / _fullHealthEnemy)); } //OnSetHealth.Invoke(); }
public void TakeDamage(int hit, bool _bool) { rigidbody2DHuman.velocity = Vector3.zero; transform.position = new Vector3(transform.position.x, transform.position.y + 0.2f, transform.position.z); Vector3 attackFence = new Vector3(3 * (_bool ? (1) : (-1)), 2f, 0); rigidbody2DHuman.AddForce(attackFence, ForceMode2D.Impulse); //transform.GetComponent<BoxCollider2D>().enabled = false; sprite.material = whiteMaterial; StartCoroutine(returnMaterial()); health -= hit; //BarFilled.sizeDelta = new Vector2(fullSizeHealthBar * health / fullHealthInt, BarFilled.sizeDelta.y); healthScript.SetHealth(health / fullHealthInt); if (health <= 0) { Death(); } }
//------------------------------------- interface public void TakeDamage(int hit, bool _bool) { rigidbody2Denemy.velocity = Vector3.zero; transform.position = new Vector3(transform.position.x, transform.position.y + 0.2f, transform.position.z); Vector3 attackFence = new Vector3(3 * (_bool ? (1) : (-1)), 2f, 0); rigidbody2Denemy.AddForce(attackFence, ForceMode2D.Impulse); isAttackFence = false; StartCoroutine(resetBoolRun(1f)); sprite.material = whiteMaterial; StartCoroutine(returnMaterial()); health -= hit; healthScript.SetHealth(health / fullHealthInt); if (health <= 0) { Death(); } }