public void TakeDamage(int damage) { if (!isDead) { audios[6].Play(); currentHealt -= damage; healtBar.SetHealt(currentHealt); if (CharacterAnimator.runtimeAnimatorController.name == "CharacterAnimatorControllerAiming") { CharacterAnimator.runtimeAnimatorController = simpleAnimatorController; } if (currentHealt == 0) { isDead = true; GetComponent <CharacterController>().enabled = false; GetComponent <CameraController>().enabled = false; GetComponent <PlayerMovement>().enabled = false; GetComponent <ShootArrow>().enabled = false; CharacterAnimator.SetBool("isDead", true); } else { CharacterAnimator.SetBool("ReactParam", true); GetComponent <ShootArrow>().ResetShoot(); } } }
public bool TakeDamage(int damage) { currentHealt -= damage; audios[4].Play(); healtBar.SetHealt(currentHealt); GetComponent <Animator>().SetBool("enemyReact", true); if (currentHealt <= 0) { isDead = true; mainRigidBody.isKinematic = false; DoRagdoll(true); EnemyDie(); } return(isDead); }
void TakeDamage(int damage) { currentHealt -= damage; healtBar.SetHealt(currentHealt); }