private void OnHit(GameObject other) { IShootable shootable = other.GetComponent <IShootable>(); if (shootable != null) { // Hit an enemy shootable.GetShot(damage); animator.SetBool("bleed", true); if (followObj != null) { Vector3 offset = transform.position - other.transform.position; followObj.SetOffset(offset); followObj.SetTarget(other.transform); followObj.Enable(); } } else { // Hit something other than an enemy // Walls, doors, etc. // In this case the animation is stationary animator.SetBool("spark", true); } }
public void OnHit(GameObject other, bool isBlood) { if (isBlood) { animator.SetBool("impact_blood", true); } else { animator.SetBool("impact_spark", true); } // arrow animation follows actor it hit if (followObj != null) { Vector3 offset = transform.position - other.transform.position; followObj.SetOffset(offset); followObj.SetTarget(other.transform); followObj.Enable(); } }