private void Damage(float damage) { currentHealth -= damage; if (currentHealth <= 0) { dyingStartTime = Time.time; } Debug.Log("Player hit, current health: " + currentHealth); healthbar.SetHealth(currentHealth >= 0 ? currentHealth : 0); Vector2 pos = new Vector2(transform.position.x, transform.position.y + 3); // Small offset looks better particles.PlayAtPosition(pos); }
private void Damage(float[] attackDetails) { currentHealth -= attackDetails[0]; damageDirection = (int)attackDetails[1]; if (currentHealth > 0.0f && !beingDragged) { SwitchState(State.KNOCKBACK); } else if (currentHealth <= 0.0f) { SwitchState(State.DEAD); } particles.PlayAtPosition(body.position); }