// 受伤方法 public void GetDamage(float damage) { if (healthyPoint <= 0) { return; } isHurt = true; anim.SetTrigger("hurt"); healthyPoint -= damage; FlashColor(); // 增加流血效果(试验,并不好看) //bloodEffect.transform.position = new Vector3(transform.position.x, transform.position.y + 1, -5); //Instantiate(bloodEffect); // 攻击时摄影机抖动效果(试验,效果并不好) //CameraShakeController.cameraShake.shake(); if (healthyPoint <= 0) { if (enemyDropItemConfig != null) { Item item = DropItemUtil.RandomItem(enemyDropItemConfig.items); if (item != null) { item.transform.position = new Vector3(transform.position.x, transform.position.y + 1, item.transform.position.z); Instantiate(item); } } anim.SetTrigger("dead"); //Destroy(gameObject); } }
// 受伤方法 public void GetDamage(float damage, string type) { FlashColor(); if (type == "gun") { if (!canGunHurt) { return; } else { canGunHurt = false; StartCoroutine(NoHurtCountDown()); } } AileHpManager.currentHp -= damage; if (AileHpManager.currentHp <= 0) { if (enemyDropItemConfig != null) { Item item = DropItemUtil.RandomItem(enemyDropItemConfig.items); if (item != null) { item.transform.position = new Vector3(transform.position.x, transform.position.y + 1, item.transform.position.z); Instantiate(item); } } } }