private void m_OnHitPlayer(PlayerGetHit ev) { if (!ev.PlayerInRollInvulnerability) { m_BehaviorTree.SetVariableValue("PlayerHit", true); } }
private void m_OnHitPlayer(PlayerGetHit ev) { if (ResetWhenPlayerIsHit) { m_CurrentDamage = 0; } }
private void OnPlayerGetHit(PlayerGetHit e) { var Action = GetComponent <CharacterAction>(); var Data = GetComponent <CharacterData>(); var AbilityData = GetComponent <CharacterAbilityData>(); if (InParryInvulnerability) { GameObject.Instantiate(ParriedEffectPrefab, ParryShieldMark.transform.position, Quaternion.Euler(0, 0, 0)); GainLoseEnergy(AbilityData.ParryEnergyGain); } }