public void depleteHealth(char hurtType, Vector3 pushDir, float damage) { healthHandler.healthDepleter(damage); health -= damage; if (hasDied()) { BattleManager.Instance.gameOver(); } switch (hurtType) { case 'B': anim.Play("Enemy_hurtB"); break; case 'C': anim.Play("Enemy_hurtC"); break; case 'J': flyingHurt = true; anim.Play("Enemy_hurtJ"); break; case 'G': canBeHurt = false; anim.Play("Enemy_hurtG"); break; case 'H': canBeHurt = false; flyingHurt = true; anim.Play("Enemy_hurtH"); break; case 'D': anim.Play("Enemy_hurtD"); break; case 'N': flyingHurt = true; anim.Play("Enemy_hurtN"); break; case 'O': flyingHurt = true; anim.Play("Enemy_hurtO"); break; case 'E': anim.Play("Enemy_hurtE"); break; case 'F': anim.Play("Enemy_hurtF"); break; } GetComponent <Rigidbody2D>().AddForce(pushDir, ForceMode2D.Impulse); }
public void receiveAttack(char hurtType, Vector3 pushDir, float damage) { healthBar.healthDepleter(damage); health -= damage; if (hasDied()) { BattleManager.Instance.gameOver(); } switch (hurtType) { case 'B': anim.Play("Fighter_hurtB"); currentHurtState = "Enemy_hurtB"; break; case 'C': anim.Play("Fighter_hurtC"); currentHurtState = "Enemy_hurtC"; break; case 'J': flyingHurt = true; anim.Play("Fighter_hurtJ"); currentHurtState = "Enemy_hurtJ"; break; case 'G': isHurt = true; anim.Play("Fighter_hurtG"); currentHurtState = "Enemy_hurtG"; break; case 'H': flyingHurt = true; isHurt = true; anim.Play("Fighter_hurtH"); currentHurtState = "Enemy_hurtH"; break; case 'D': anim.Play("Fighter_hurtD"); currentHurtState = "Enemy_hurtD"; break; case 'N': flyingHurt = true; anim.Play("Fighter_hurtN"); currentHurtState = "Enemy_hurtN"; break; case 'O': flyingHurt = true; anim.Play("Fighter_hurtO"); currentHurtState = "Enemy_hurtO"; break; case 'E': anim.Play("Fighter_hurtE"); currentHurtState = "Enemy_hurtE"; break; case 'F': anim.Play("Fighter_hurtF"); currentHurtState = "Enemy_hurtF"; break; } rb.AddForce(pushDir, ForceMode2D.Impulse); }