public void ReceiveDamage(object sender, DamageEventArgs Damage) { if (DamageText != null) { if (this.GetComponentInChildren <Canvas>()) { GameObject newDamageText = Instantiate(DamageText, this.GetComponentInChildren <Canvas>().transform); newDamageText.GetComponent <Text>().text = Damage.Damage.ToString(); } } int DamageAmount = Damage.Damage; if (DamageAmount > CurrentBarrier) { DamageAmount -= CurrentBarrier; CurrentBarrier = 0; CurrentHealth -= DamageAmount; } else { CurrentBarrier -= DamageAmount; } if (CurrentHealth <= 0 && dyingEvent != null) { dyingEvent(this, new EventArgs()); } }
private void OnDamage(object src, DamageEventArgs args) { slider.DOValue(damageable.GetHealthPercentage, 1f); ghostSlider.DOValue(damageable.GetHealthPercentage, 1f).SetDelay(1f); }
private void OnDamage(DamageEventArgs e) { Damaged?.Invoke(this, e); }