/// <summary> /// Deals damage to the character. /// </summary> /// <param name="amount">Value to be taken.</param> public void TakeHealth(float amount) //IDE1006 Name Violation { Debug.Log(blocking.blocked); //Checks for blocking before taking health, takes stamina instead of blocking. if (blocking.perfectBlock) //If the block is perfect take only half the amount off. { blocking.timer.time = blocking.timer.time - (amount / 2); } else if (blocking.blocked) //Consider making this a private method { blocking.timer.time -= amount; } else { health -= amount; healthSlider.value = health; fill.color = gradient.Evaluate(healthSlider.normalizedValue); //Changes the health bar colour based on the character's HP if (gameObject.tag == "Player") { accessCC.IncrementEHitCounter(); workingObj = GameObject.FindGameObjectWithTag("Enemy"); workingObj.GetComponent <SpecialAttackControl>().IncrementSpecialValue(10); } if (gameObject.tag == "Enemy") { accessCC.IncrementPHitCounter(); workingObj = GameObject.FindGameObjectWithTag("Player"); workingObj.GetComponent <SpecialAttackControl>().IncrementSpecialValue(10); } } }