示例#1
0
    public void depleteHealth(char hurtType, Vector3 pushDir, float damage)
    {
        healthHandler.healthDepleter(damage);
        health -= damage;
        if (hasDied())
        {
            BattleManager.Instance.gameOver();
        }

        switch (hurtType)
        {
        case 'B':
            anim.Play("Enemy_hurtB");
            break;

        case 'C':
            anim.Play("Enemy_hurtC");
            break;

        case 'J':
            flyingHurt = true;
            anim.Play("Enemy_hurtJ");
            break;

        case 'G':
            canBeHurt = false;
            anim.Play("Enemy_hurtG");
            break;

        case 'H':
            canBeHurt  = false;
            flyingHurt = true;
            anim.Play("Enemy_hurtH");
            break;

        case 'D':
            anim.Play("Enemy_hurtD");
            break;

        case 'N':
            flyingHurt = true;
            anim.Play("Enemy_hurtN");
            break;

        case 'O':
            flyingHurt = true;
            anim.Play("Enemy_hurtO");
            break;

        case 'E':
            anim.Play("Enemy_hurtE");
            break;

        case 'F':
            anim.Play("Enemy_hurtF");
            break;
        }

        GetComponent <Rigidbody2D>().AddForce(pushDir, ForceMode2D.Impulse);
    }
示例#2
0
    public void receiveAttack(char hurtType, Vector3 pushDir, float damage)
    {
        healthBar.healthDepleter(damage);
        health -= damage;

        if (hasDied())
        {
            BattleManager.Instance.gameOver();
        }

        switch (hurtType)
        {
        case 'B':
            anim.Play("Fighter_hurtB");
            currentHurtState = "Enemy_hurtB";
            break;

        case 'C':
            anim.Play("Fighter_hurtC");
            currentHurtState = "Enemy_hurtC";
            break;

        case 'J':
            flyingHurt = true;
            anim.Play("Fighter_hurtJ");
            currentHurtState = "Enemy_hurtJ";
            break;

        case 'G':
            isHurt = true;
            anim.Play("Fighter_hurtG");
            currentHurtState = "Enemy_hurtG";
            break;

        case 'H':
            flyingHurt = true;
            isHurt     = true;
            anim.Play("Fighter_hurtH");
            currentHurtState = "Enemy_hurtH";
            break;

        case 'D':
            anim.Play("Fighter_hurtD");
            currentHurtState = "Enemy_hurtD";
            break;

        case 'N':
            flyingHurt = true;
            anim.Play("Fighter_hurtN");
            currentHurtState = "Enemy_hurtN";
            break;

        case 'O':
            flyingHurt = true;
            anim.Play("Fighter_hurtO");
            currentHurtState = "Enemy_hurtO";
            break;

        case 'E':
            anim.Play("Fighter_hurtE");
            currentHurtState = "Enemy_hurtE";
            break;

        case 'F':
            anim.Play("Fighter_hurtF");
            currentHurtState = "Enemy_hurtF";
            break;
        }
        rb.AddForce(pushDir, ForceMode2D.Impulse);
    }