public void TakeDamage(float amount, Collision collision = null) { currentHealth -= amount; healthBar.ChangeFill(PercentLeft()); ScoreManager.Instance?.AddPoints((collision != null) ? ScoreType.Hit : ScoreType.HitMartyrdom); if (collision != null) { Instantiate(Resources.Load <GameObject>("Shot Impact"), collision.contacts[0].point, Quaternion.FromToRotation(Vector3.forward, collision.contacts[0].normal), transform); } OnTakeDamage(); }
public void SetHP(float percent) { HPBar.ChangeFill(percent); }