public void TakeDamage(int damage, HandleDamageColliders.DamageType damageType) { if (!gettingHit) { switch (damageType) { case HandleDamageColliders.DamageType.melee: StartCoroutine(CloseImmortality(0.3f)); break; case HandleDamageColliders.DamageType.range: // knockback attack handleMovement.AddVelocityOnCharacter( ((!lookRight) ? Vector3.right * 1 : Vector3.right * -1) + Vector3.up , 0.5f ); StartCoroutine(CloseImmortality(1)); break; } health -= damage; EventSystemUI.current.ChangeHealth(playerId, health); //update UI gettingHit = true; } }
public void TakeDamage(int damage, HandleDamageColliders.DamageType damageType) { if (!gettingHit) { switch (damageType) { case HandleDamageColliders.DamageType.light: StartCoroutine(CloseImmortality(0.3f)); break; case HandleDamageColliders.DamageType.heavy: handleMovement.AddVelocityOnCharacter( ((!lookRight) ? Vector3.right * 1 : Vector3.right * -1) + Vector3.up , 0.5f ); StartCoroutine(CloseImmortality(1)); break; } if (blood != null) { blood.Emit(30); } health -= damage; gettingHit = true; } }
public void TakeDamage(int damage, HandleDamageColliders.DamageType damageType) { if (!gettingHit && !blocking) { switch (damageType) { case HandleDamageColliders.DamageType.light: StartCoroutine(CloseImmortality(0.3f)); break; case HandleDamageColliders.DamageType.heavy: handleMovement.AddVelocityOnCharacter( ((!lookRight) ? Vector3.right * -1 : Vector3.right), 0.5f ); StartCoroutine(CloseImmortality(1)); break; } health -= damage; gettingHit = true; //if(blood != null) //{ foreach (ParticleSystem ps in blood) { if (ps.gameObject.tag == "Hit") { ps.Emit(30); } } StartCoroutine(shake.Shake(.2f, .2f)); //} } if (blocking) { foreach (ParticleSystem ps in blood) { if (ps.gameObject.tag == "Block") { ps.Emit(30); } } } }
public void TakeDamage(int damageAmount, HandleDamageColliders.DamageType damageType) { }