public void isDead(HealthItem hitType) { if (human) { human.KillMe(( int )hitType.hitType); human.updateAnimator(); } }
/// <summary> /// Alter our total health /// with the amount of damage to do. A negetive /// number will do negetive damager, so plus health /// </summary> /// <param name="amount">Amount.</param> public void alterHealth(float amount, HealthItem item) { if (CurrentHealth <= 0.0f) { return; } if (!Invincible) { amount = amount * -1; LastHitDamage = amount; CurrentHealth = Mathf.Clamp(value: CurrentHealth + amount, min: 0, max: totalHealth); } // Objects _lastHealthItem = item; DoHitActions(amount); }
public void isDead(HealthItem hitType) { killedAtPoint = hitType; CreateRagdoll(); }