private void OnTriggerEnter2D(Collider2D collision) { if (cooldownTimer <= 0) { print("COLLIDING"); switch (collision.tag) { case "Hostile": var player = transform.parent.GetComponent <BattlePlayer>(); // Damaging player [consider battle dmg depending on entity or if player wearing armor / defense] print("HOSTILE!!!"); player.SetHP(player.GetHP() - 1); HP1UP.MakeAt("-1", player.transform.position, Color.red); SFXManager.ResetSFX("PlayerHit"); // Updating the HP UI box player.UpdateHPUI(); // Resetting cooldown cooldownTimer = cooldown; break; } } }
public static void Heal(int hpToHeal) { HP1UP.MakeAt(hpToHeal + "+", BattlePlayer.player.transform.position, Color.green); hp += hpToHeal; if (hp > maxHp) { hp = maxHp; // So that hp doesn't go over the limit. } BattlePlayer.player.UpdateHPUI(); }
public void DamageFeedback(int hpDec) { HP1UP.MakeAt(hpDec + "-", transform.position, Color.red); int newHp = (int)hp - hpDec; if (newHp < 1) { newHp = 1; } hpbox.SetHP(newHp, startHP); }