Пример #1
0
    void OnPlayerHit(object sender, BaddieEventArgs args)
    {
        if (!knockedBack)
        {
            Baddie baddie = args.baddiePayload;
            this.health -= baddie.damage;
            _data.health = health;
            animator.SetBool("hit", true);
            knockedBack    = true;
            cantMove       = true;
            knockBackFrame = 0;
            knockDirection = (this.transform.position - baddie.gameObject.transform.position).normalized * knockBackSpeed * Time.deltaTime;

            hitNoise.Play();
            baddie.Die();
        }
    }
Пример #2
0
    // Update is called once per frame
    void OnPlayerHit(object sender, BaddieEventArgs args)
    {
        Baddie baddie = args.baddiePayload;
        float  damage = baddie.damage;

        if (!hit)
        {
            if (healthCurrent - damage > 0)
            {
                hit    = true;
                iFrame = 0;
            }
            else
            {
                GameOver = true;
                button.gameObject.GetComponent <Button>().interactable     = true;
                contButton.gameObject.GetComponent <Button>().interactable = true;
                StartCoroutine("delayGameOver");
            }

            ChangeHeart(baddie.damage);
        }
    }