void OnTriggerEnter2D(Collider2D col) { if (player.currentHealth < player.MaxHealth) { Destroy(gameObject); player.currentHealth = player.currentHealth + healthBonus; healthbar.SetHealth(player.currentHealth); } }
public void TakeDamage(float damage) { currentHealth -= damage; //HealthBar healthBar.SetHealth(currentHealth); // play hurt animation animator.SetTrigger("Hurt"); // if no health remains then enemy dies if (currentHealth <= 0) { PlayerDeath(); } }
// Function for taking damage public void TakeDamage(int damage) { currentHealth -= damage; healthBar.SetHealth(currentHealth); // play hurt animation animator.SetTrigger("Hurt"); if (currentHealth != 0) { AttackAgain(); } // if no health remains then enemy dies if (currentHealth <= 0) { EnemyDeath(); } }