public void TakeDamage(int damage) { hp -= damage; if (hp <= 0) { GameManager.Instance.onPlayerDieCallback?.Invoke(); } InGameUi.DisplayFloatingDamage(floatingHpPlace, damage); }
public void TakeDamage(float damage, float stiffTime = 0, bool knockInAir = false) { HP -= damage - defense; if (HP <= 0) { Destroy(gameObject); } StiffTimeRemain = stiffTime; InGameUi.DisplayFloatingDamage(floatingHpPlace.transform, damage); if (knockInAir) { _enemyCurrentState = EnemyState.GotHitToAir; } }