public void Hit(float damage) { hp -= damage; hp = Mathf.Clamp(hp, 0, 9999); _HPControl.UpdateHPbar(data.HP_Max, hp); StartCoroutine(_HPControl.UpdateDamage(damage)); if (hp == 0) { Dead(); } }
private void Start() { m_level = FindObjectOfType <LevelManager>(); //透過類型取得元件 aim = GetComponent <Animator>(); //先取得元件 再做設定 agent = GetComponent <NavMeshAgent>(); //將代理器的移動速度=敵人資料的速度 agent.speed = data.Speed; Player = GameObject.Find("Player").transform; _player = GameObject.Find("Player").GetComponent <Player>(); // agent.SetDestination(Player.position); _HPControl = transform.Find("血條系統").GetComponent <HPbarControl>(); hp = data.HP_Max; _HPControl.UpdateHPbar(data.HP_Max, hp); data.CanAttack = true; }
private void Start() { _HPControl.UpdateHPbar(_PlayerData.HP_Max, _PlayerData.hp); }