private void Bleed(float speed) { if (bunny.getHealth() > 0) { bunny.reduceHealth(speed); } }
public void DamagePlayer(float damage, DamageType aDamageType = DamageType.Normal) { if (bunny.getHealth() <= 0) { return; } bunny.reduceHealth(damage); }
public void Boosting() { boostSystem.Play(); float bloodPower = 100f - bunny.getHealth(); bunny.reduceHealth(10f * Time.deltaTime); // Debug.Log("boostSystem.transform.forward: " + boostSystem.transform.forward); // // Debug.Log("LookRotation: " + Quaternion.LookRotation(boostSystem.transform.forward)); // Debug.Log("rotation * Vector3.forward: " + boostSystem.transform.rotation * Vector3.forward); // Debug.Log("rotation * Vector3.up: " + boostSystem.transform.rotation * Vector3.up); // Debug.Log("rotation * Vector3.right: " + boostSystem.transform.rotation * Vector3.right); SpawnBloodBall(boostSystem.transform.rotation * Vector3.right, 9f, bloodPower); }