Exemplo n.º 1
0
    public void TakeDamage(float damage)
    {
        hpcurrent = Mathf.Clamp(hpcurrent - damage, 0.0f, hitpoint);

        if (hpcurrent == 0)
        {
            // remove its collider so the enemy won't got hit again
            triggerCollider.enabled = false;

            // tell the animator controller this unit is death
            animationController.Death();

            // Add different collider
            rigidbody.isKinematic = true;

            // Death specific function
            if (func != null)
            {
                func();
            }

            // if the enemy is already death, there is no point going further. this function end here.
            return;
        }

        if (hpbarHandle == null)
        {
            //instiate prefab
            hpbarHandle = Instantiate(hpbar);
            hpbarHandle.transform.SetParent(cam.transform.GetChild(0), false);
            hpbarHandle.SetActive(true);
            //set position
            Vector3 barPos = transform.position;
            barPos.y += hpBarOffset;
            hpbarHandle.transform.position = cam.WorldToScreenPoint(barPos);
            hpbarHandle.GetComponent <CanvasProperties>().SetTextMesh(0, enemyName);
            hpbarHandle.GetComponent <CanvasProperties>().SetAlpha(0.85f, hpBarDisplaySpeed, hpBarDisplayTime);
            hpbarHandle.GetComponent <CanvasProperties>().SetProgressorColor(1, hpBarFollowColor);
            hpbarHandle.GetComponent <CanvasProperties>().SetScaleX(triggerCollider.bounds.size.x * hpBarLengthFormula);
        }
        else
        {
            hpbarHandle.GetComponent <CanvasProperties>().SetAlpha(0.85f, hpBarDisplaySpeed, hpBarDisplayTime);
        }
    }