public override void GetDamage(Attack.ATTACK a) { health++; resetRecharging(); checkHealth(); }
public override void GetDamage(Attack.ATTACK a) { base.GetDamage(a); switch (a.element) { case global::Attack.Element.FIRE: health -= a.damageTaken; kEffect_ = StatusEffect.BURNED; break; case global::Attack.Element.WATER: health += a.damageTaken; break; case global::Attack.Element.PHYSICAL: health -= a.damageTaken; if (canBeStunned_) { stunHealth_ += a.damageTaken; } if (stunHealth_ >= stunTresHold && canBeStunned_) { stun(); } break; } checkHealth(); }
public override void GetDamage(Attack.ATTACK a) { base.GetDamage(a); if (a.damageTaken > 50) { animator.SetTrigger("Damaged"); } switch (a.element) { case global::Attack.Element.FIRE: // health -= a.damageTaken; // kEffect_ = StatusEffect.BURNED; break; case global::Attack.Element.WATER: // health += a.damageTaken; break; case global::Attack.Element.PHYSICAL: // health -= a.damageTaken; // if (canBeStunned_) stunHealth_ += a.damageTaken; break; } }
public Targetable GetTarget() => target_; //Gets the target on witch the player is locked on public override void GetDamage(Attack.ATTACK a) { if (!recovering_ || !invincible_) { PlayerController c = GetComponent <PlayerController>(); c.resetOutsideForce(); c.OutsideForce(a.damageDirection, (float)a.force); if (a.element == Attack.Element.PHYSICAL) { spawnSFX(); } selector_.cancelCast(); lowerHealth(a.damageTaken); } }
public override void GetDamage(Attack.ATTACK a) { base.GetDamage(a); }
public virtual void GetDamage(Attack.ATTACK a) { }