// Networked Event void OnApplyHealth(ApplyHealthEvent e) { Debug.Log("ApplyHealthEvent!" + "\nApplied via damagegroup:" + e.group + "\nDamage done too: " + damageGroup); if((e.group & damageGroup).Equals(DamageGroup.None) == false) { if (e.amount < 0) // damage { // Might add armor/resistance/modifiers/special/time sensative/etc... currentHealth += e.amount; if (currentHealth < 0) TriggerHealthEmpty(); } else if (e.amount > 0) // Healing { // Might add armor/resistance/modifiers/special/time sensative/etc... currentHealth += e.amount; if (currentHealth < 0) TriggerHealthEmpty(); } } }
// Networked Event void OnApplyHealth(ApplyHealthEvent e) { Debug.Log("ApplyHealthEvent!" + "\nApplied via damagegroup:" + e.group + "\nDamage done too: " + damageGroup); if ((e.group & damageGroup).Equals(DamageGroup.None) == false) { if (e.amount < 0) // damage { // Might add armor/resistance/modifiers/special/time sensative/etc... currentHealth += e.amount; if (currentHealth < 0) { TriggerHealthEmpty(); } } else if (e.amount > 0) // Healing { // Might add armor/resistance/modifiers/special/time sensative/etc... currentHealth += e.amount; if (currentHealth < 0) { TriggerHealthEmpty(); } } } }