private void OnCollisionEnter(Collision other) { //충돌한 Collider의 태그가 BULLET이면 Player의 currHp차감 if (other.gameObject.tag == AttackTag) { //혈흔 효과 StartCoroutine(ShowBloodScreen()); currHp -= 5f; print(currHp.ToString()); GetComponent<PlayerCtrl>().HitDamage(); GetComponent<FireCtrl>().HitDam(); DisplayHpBar(); shake.StartCoroutine(shake.ShakeCamera()); //Player의 생명이 0이하면 Die처리 if (currHp <= 0) { PlayerDie(); currHp = 0; lost.gameObject.SetActive(true); manager.MouseNone(); } } }
//Shake the screen public void ScreenShake(float duration, float magnitude) { camShaker.StartCoroutine(camShaker.StartShake(duration, magnitude)); }
public static void ShakeObj(float duration, float amount) { instance._originalPos = instance.gameObject.transform.localPosition; instance.StopAllCoroutines(); instance.StartCoroutine(instance.cShake(duration, amount, new Vector3())); }