public void ApplyDamage(float damageAmount) { // for now, one shot destroys resources, and gives you nothing Health = 0; CheckDamage(); StartCoroutine(DamageReactions.QuickScale(transform, 3)); }
public void ApplyDamage(float damageAmount) { Health -= damageAmount; if (Health <= 0) { Die(); return; } StartCoroutine(DamageReactions.ShiftPosition(transform, .1f)); }
public void ApplyDamage(float damageAmount) { Health -= damageAmount; //Debug.Log("Enemy damaged for " + damageAmount.ToString()); if (Health <= 0) { Die(); return; } StartCoroutine(DamageReactions.ShiftPosition(transform, .1f)); }
public override void Interact(BattlePlayer p) { hits++; Health--; tno.Send("Sync", Target.OthersSaved, hits, Health); if (hits == hitsToResource || Health == 0) { p.AddResource(hits); hits = 0; } CheckDamage(); StartCoroutine(DamageReactions.QuickScale(transform, 3)); }