Пример #1
0
    protected IEnumerator ShowHealthBar()
    {
        yield return(new WaitForSeconds(0.1f));

        while (m_fActiveHealthTime < m_fMaxHealthTime)
        {
            m_fActiveHealthTime += Time.deltaTime;

            yield return(null);
        }

        m_fActiveHealthTime = 0.0f;

        HealthActiveObject.SetActive(false);
    }
Пример #2
0
    //김준휘
    public override void TakeDamage(float _fDamage)
    {
        //데미지 계산 처리
        m_fCurrentHp -= _fDamage;

        if (m_fCurrentHp < 0)
        {
            m_fCurrentHp = 0;
        }

        HealthSizeTransform.localScale = new Vector3(m_fCurrentHp / m_fMaxHp, 1.0f, 1.0f);

        //캐릭터가 죽을지를 판별
        if (m_fCurrentHp <= 0 && m_bIsDead == false)
        {
            //만약 캐릭터가 죽었다면 State를 Dead로 바꿈
            m_bIsDead = true;

            CheckCharacterState(E_CHARACTER_STATE.E_DEAD);
        }
        else
        {
            ShowDamage(_fDamage.ToString("F0"));

            //만약 체력바가 활성화 되지않았다면 활성화를 시킨후 코루틴을 호출
            if (!HealthActiveObject.activeSelf)
            {
                HealthActiveObject.SetActive(true);

                StartCoroutine(ShowHealthBar());
            }
            //만약 호출 되지 않았다면 시간을 0으로 바꿔줌
            else
            {
                m_fActiveHealthTime = 0.0f;
            }
        }
    }