void DealDamageToPlayer(float damageAmount) { if (hitEnemy && enemyDamageCoolDown <= 0f) { enemyDamageCoolDown = amountOfTimeToCoolDown; playerCurrentHealth -= damageAmount; playerUi.DisplayPlayerHealth(playerCurrentHealth, maxHealth); if (playerCurrentHealth <= 0) { KillPlayer(); } } else if (enemyDamageCoolDown > 0f) { hitEnemy = false; } }
// Use this for initialization void Start() { playerUi = Camera.main.GetComponent <PlayerUISystem>(); playerController = GetComponent <CharacterController>(); maxHealth = 4; playerLives = 3; playerCurrentHealth = 0; numberOfGems = 0; playerUi.DisplayPlayerHealth(playerCurrentHealth, maxHealth); playerUi.DisplayLifesText(playerLives); playerUi.DisplayGems(numberOfGems); }