/// <summary> /// The character took some damage at the specified position. Apply the animation in direction of the damage. /// </summary> /// <param name="amount">The total amount of damage inflicted on the character.</param> /// <param name="position">The position that the character took the damage.</param> /// <param name="force">The amount of force applied to the object while taking the damage.</param> /// <param name="attacker">The GameObject that did the damage.</param> private void TookDamage(int amount, Vector3 position, Vector3 force, AllyMember _instigator, GameObject hitGameObject) { if (amount >= largeDamageAmount) { m_DamageType = RTSDamageType.DamageReactGut; } StartAbility(); Invoke("DamageVisualizationComplete", damageTime); }
/// <summary> /// Callback when the animation is complete. Stop the ability. /// </summary> private void DamageVisualizationComplete() { ToggleDamageIsLeft(); m_DamageType = damageIsLeft ? RTSDamageType.DamageReactLeft : RTSDamageType.DamageReactRight; StopAbility(); }