public override void HurtPlayer(float damage) { //GetComponent<SpriteRenderer>().color = Color.magenta; DamageTextHandler.makeDamageText(damage.ToString(), transform, 1f, "Player"); hurt_sound.Play(); currentHealth -= damage; StartCoroutine(HurtTime()); }
public virtual void HurtEnemy(float damage) { DamageTextHandler.makeDamageText(damage.ToString(), transform, 1f, "Enemy"); if (chase_player != null) { chase_player.hurt = true; } else if (shoot_player != null) { //Debug.Log("hey i got hurt"); shoot_player.hurt = true; } else if (boss != null) { boss.hurt = true; } //Debug.Log("Ouch I was hit"); currentHealth -= damage; healthImage.fillAmount = currentHealth / maxHealth; // **wont do until ask nikhil }
public void HealPlayer(float heal) { DamageTextHandler.makeDamageText(heal.ToString(), transform, 1f, "Heal"); currentHealth += heal; }
public virtual void HurtPlayer(float damage) { DamageTextHandler.makeDamageText(damage.ToString(), transform, 1f, "Player"); currentHealth -= damage; StartCoroutine(HurtTime()); }