//add health to player void AddHealthToPlayer(GameObject player) { HealthSystem hs = player.GetComponent <HealthSystem>(); if (hs != null) { //restore hp to unit hs.AddHealth(RestoreHP); } else { Debug.Log("no health system found on GameObject '" + player.gameObject.name + "'."); } //show pickup effect if (pickupEffect != null) { GameObject effect = GameObject.Instantiate(pickupEffect); effect.transform.position = transform.position; } //play sfx if (pickupSFX != "") { GlobalAudioPlayer.PlaySFXAtPosition(pickupSFX, transform.position); } Destroy(gameObject); }
public void GiveHealthToPlayer() { HealthSystem ph = target.GetComponent <HealthSystem>(); if (ph != null && item != null) { ph.AddHealth(item.data); } }
void DoTheMethod() { var go = Fsm.GetOwnerDefaultTarget(gameObject); if (go == null) { return; } theScript.AddHealth(amount.Value); }
/// <summary> /// 玩家增加血量 /// </summary> /// <param name="player"></param> private void AddHealthToPlayer(GameObject player) { HealthSystem hs = player.GetComponent <HealthSystem>(); //调用HealthSystem添加血量方法 if (hs != null) { hs.AddHealth(RestoreHP); } else { Debug.Log(player.gameObject.name + "找不到HealthSystem组件!"); } //播放音效 if (pickupSFX != "") { GlobalAudioPlayer.PlaySFXAtPosition(pickupSFX, transform.position); } Destroy(gameObject); }
private IEnumerator IHealAfterSeconds() { yield return(new WaitForSeconds(waitTime)); healthSystem.AddHealth(healAmount); }
/// <summary> /// Responsible for adding the health to the player. /// </summary> /// <param name="amount">Amount of experience to add</param> public void Heal(int amount) { healthSystem.AddHealth(amount); playerWindow.SetHP(); }