// Use this for initialization void Start() { if (healthText != null) { healthText.text = (health / maxHealth * 100).ToString() + "%"; } else { Debug.LogError("No healthText defined for player: " + gameObject.name); } if (healthBar != null) { healthBar.fillAmount = health / maxHealth; } else { Debug.LogError("No healthBar Image defined for player: " + gameObject.name); } invulnScript = GetComponent <PlayerInvulnerability>(); if (invulnScript == null) { Debug.LogWarning("No player invulnerability script attached to " + gameObject.name + ". Will not check for it in PlayerHealth. Warning: Player may get frustrated by getting spammed attacked lol"); } }
public void getHit(int attack) { PlayerInvulnerability playerInv = player.GetComponent <PlayerInvulnerability> (); playerInv.setInvincible(1.0f); takeDamage(attack); }
private void Start() { player = GetComponent <PlayerHealth>(); if (player == null) { Debug.LogError("No PlayerHealth found on object: " + gameObject.name + ". Damage from collisions will not be applied."); } invulnScript = GetComponent <PlayerInvulnerability>(); if (invulnScript == null) { Debug.LogWarning("No player invulnerability script attached to " + gameObject.name + ". Will not check for it in PlayerDamage. Warning: Player may get frustrated by getting spammed attacked lol"); } }
IEnumerator dashRoutine(float direction) { PlayerInvulnerability playerInv = player.GetComponent <PlayerInvulnerability> (); playerInv.setInvincible(); float time = 0.0f; while (time <= 0.15f) { Vector2 playerPos = playerTransform.localPosition; Vector2 dashSpeed = new Vector2(0.5f, 0); playerPos.x += dashSpeed.x * direction; playerTransform.localPosition = playerPos; time += 1.0f * Time.deltaTime; yield return(new WaitForSeconds(0.1f * Time.deltaTime)); } playerInv.removeInvincible(); yield break; }