private void CreateHealthbar() { InstantiatedHealthBar = Instantiate(healthbarPreab, barPosition.position, Quaternion.identity); //Instantiate healthbar InstantiatedHealthBar.transform.SetParent(transform); //Parent this bar to the enemy instance scrEnemyHealthContainer container = InstantiatedHealthBar.GetComponent <scrEnemyHealthContainer>(); //Assigns the healthbar image sprite of the //scrEnemyHealthContainer script to this variable named container... I think. healthBar = container.MyFillAmount; //Assigns it to the health bar var }
public void DealDamage(float damageRecieved) { CurrentHealth -= damageRecieved; //Take damage if (CurrentHealth <= 0) { InstantiatedHealthBar.SetActive(false); //Hide the healthbar when the defender dies CurrentHealth = 0; if (_creep != null) { creepDies(); //Kill the creep } if (_defender != null) { defenderDies(); //Kill the defender (if this is a defender) } } else //Remove this entire else statement later, when the animation is updated to trigger whilst enemy is in combat { OnEnemyBlocked?.Invoke(_creep); } }
public void ResetHealth() { InstantiatedHealthBar.SetActive(true); //Turn the healthbar back on as the defender respawns CurrentHealth = stats.initialHealth; //Reset the health healthBar.fillAmount = 1f; //Reset the health bar }