private void CreateHitVFX() { GameObject vfx = PrefabManager.instance.InstantiatePrefabByName("CFX3_Hit_SmokePuff"); vfx.transform.position = transform.position + Vector3.up * 0.5f; vfx.AddComponent <DestroyAfterTimeElapsed>().time = 1f; GameObject vfx2 = PrefabManager.instance.InstantiatePrefabByName("CFX_Hit_C White"); vfx2.transform.position = transform.position + Vector3.up * 0.5f; vfx2.AddComponent <DestroyAfterTimeElapsed>().time = 1f; if (GetComponent <PlayerController>() != null) { // TODO bdsowers : The hit flash is wonky on Mac; disabling for now, // but we should fix it properly if (Application.platform != RuntimePlatform.OSXPlayer) { HitFlash hitFlash = GameObject.FindObjectOfType <HitFlash>(); hitFlash.Flash(); } if (Game.instance.playerData.Gender() == 0) { Game.instance.soundManager.PlaySound("male_hit"); } else { Game.instance.soundManager.PlaySound("female_hit"); } } }
void TakeDamage(uint damage) { if (m_currentHealth <= damage) { m_currentHealth = 0; } else { m_currentHealth -= damage; } m_currentInvulnerabilityTime = m_invulnerabilityTime; m_hitFlash.Flash(m_hitFlashTime); m_audioManager.Play("SFX", "HurtPlayer"); m_HeartsHealthVisual.UpdateHealth(m_currentHealth); m_cameraController.Shake(); m_playerCollider.enabled = false; }
private void TakeDamage(float damage) { m_hitFlash.Flash(m_hitFlashTime); m_audioManager.Play("SFX", "HurtEnemy"); m_currentHealth = Mathf.Max(0, m_currentHealth - damage); }