public void DamageAccept(float damage) { health -= damage; healthBar.fillAmount = health / maxHealth; if (health < 0) { EnemyBar.EnemiesKnocked(); eventText.SetActive(true); navAgent.SetDestination(exitPoint.transform.position); currentMode = mode.RunningAway; navAgent.stoppingDistance = 0; navAgent.speed = 0.4f; //Destroy(gameObject); } }
void Awake() { instance = this; slider.gameObject.SetActive(false); }