/// <summary> /// Takes the damage given it and updates slider and text /// </summary> /// <param name="amount">Amount.</param> public void TakeDamage(int amount) { gameObject.AddComponent <DamageNumbers>(); DamageNumbers damageNumbers = gameObject.GetComponent <DamageNumbers> (); damageNumbers.prefabDamage = (GameObject)Resources.Load("Damage", typeof(GameObject)); damageNumbers.CreateDamagePopup(amount, transform.position); // Set the damaged flag so the screen will flash. damaged = true; // Reduce the current health by the damage amount. currentHealth -= amount; if (currentHealth <= 0) { currentHealth = 0; } // Set the health bar's value to the current health. healthSlider.value = currentHealth; healthField.text = "<color='yellow'>" + currentHealth + "</color><color='white'> / " + maxHealth + "</color>"; // Play the hurt sound effect. //playerAudio.Play (); // If the player has lost all it's health and the death flag hasn't been set yet... if (currentHealth <= 0 && !isDead) { // ... it should die. Death(); } }
/// <summary> /// Takes the damage given it and updates slider and text /// </summary> /// <param name="amount">Amount.</param> public IEnumerator TakeDamage(int amount) { DamageNumbers damageNumbers = gameObject.AddComponent <DamageNumbers>(); damageNumbers.battleCanvas = GameObject.Find("GameBoyCanvas").GetComponent <RectTransform>(); damageNumbers.prefabDamage = prefabDamage; damageNumbers.CreateDamagePopup(amount, transform.position); ShakeCamera(); // Set the damaged flag so the screen will flash. //damaged = true; // Reduce the current health by the damage amount. losingHealthCurrent = currentHealth; currentHealth -= amount; damaged = true; damageDealt = amount; while (damageDealt > 0) { yield return(null); } damaged = false; if (currentHealth <= 0) { currentHealth = 0; } UpdateHealth(); // Set the health bar's value to the current health. //healthSlider.value = currentHealth; //healthField.text = "<color='yellow'>" + currentHealth + "</color><color='white'> / " + maxHealth + "</color>"; // Play the hurt sound effect. //playerAudio.Play (); // If the player has lost all it's health and the death flag hasn't been set yet... if (currentHealth <= 0 && !isDead) { // ... it should die. Death(); } underAttack = false; }