public void Damage(float power) { damage = power; currentHp -= damage; hp_Bar.fillAmount = currentHp / maxHP; Canvas_UI_Hp_Bar.fillAmount = currentHp / maxHP; //hp_Text.text = currentHp.ToString("N1") + " HP"; hp_Text.text = CountModule(currentHp) + " HP"; damageText.DamageUI(); this.GetComponent <Animator>().Rebind(); this.GetComponent <Animator>().Play("Damage"); }
public void Damage(float power) { damage = power; currentHp -= damage; hp_Bar.fillAmount = currentHp / maxHP; Canvas_UI_Hp_Bar.fillAmount = currentHp / maxHP; //hp_Text.text = currentHp.ToString("N1") +" HP"; hp_Text.text = CountModule(currentHp) + " HP"; damageText.DamageUI(); this.GetComponent <Animator>().Rebind(); this.GetComponent <Animator>().Play("Damage"); /*if (currentHp <= 0) * { * * stageManager.smallstageCount = stageManager.smallstageCount + 1; * stageManager.smallStageChange(); * for (int i = 0; i < 10; i++) { * * int randomGold = Random.Range(stageManager.mainStageCount, (stageManager.mainStageCount + stageManager.mainStageCount) + 1); * player.gold = player.gold + (randomGold * 2); * player.goldText.text = player.gold.ToString(); * } * * if (stageManager.currentBonusTime<= stageManager.maxBonusTime) * { * stageManager.currentBonusTime += 0.5f; * stageManager.bonusTimerBar.fillAmount = stageManager.currentBonusTime/ stageManager.maxBonusTime; * } * * smallStageMenu_Setting.foodChangeIndex++; * smallStageMenu_Setting.Food_Change(); * * }*/ }