private void GunShot() { // Shot sound SoundManager soundManager = SoundManager.SharedInstance; soundManager.PlayOneShot(soundManager.playerShotSFX, audioSource); // Animation animator.SetTrigger(shotCommand); // Projectile GameObject bullet = BulletPool.SharedInstance.GetPooledObject(); bullet.transform.position = spawnBulletPoint.transform.position; bullet.transform.rotation = mainCameraTransform.rotation; bullet.tag = GameManager.playerTag; bullet.layer = LayerMask.NameToLayer(GameManager.enemyTag); // Projectile color Renderer bulletRenderer = bullet.GetComponent <Renderer>(); int currentColor = colorChanger.GetCurrentColor(); Bullet bulletScript = bullet.GetComponent <Bullet>(); bulletScript.SetBulletColor(currentColor); bulletScript.SetDamage(data.damage); }
public override void TakeDamage(float damage, int bulletColorIndex) { if (bulletColorIndex == colorChanger.GetCurrentColor()) { currentHealth -= damage; } if (currentHealth <= 0) { Death(); } Debug.Log(currentHealth); healthBar.sizeDelta = new Vector2(defaultSize.x / data.maxHealth * currentHealth , defaultSize.y); }