public void BeAttackedAndFlowText(float damage) { int damageReal = (int)PropertieManager.AttackDamageCalc(damage); _attributeDictionary[PropertiesEnum.HP].Value -= damageReal; if (_attributeDictionary[PropertiesEnum.HP].Value <= 0) { _attributeDictionary[PropertiesEnum.HP].Value = 0; } _hpSlider.UpdateHpSlider(_attributeDictionary[PropertiesEnum.HP].Value, _attributeDictionary[PropertiesEnum.MaxHP].Value); Text flowText = Instantiate(Resources.Load("Prefabs/UI/FlowText", typeof(Text)) as Text); flowText.transform.SetParent(_canvasTransform); flowText.GetComponent <FlowTextControl>().FlowDamageText(damageReal); }
public void BeAttacked(GameObject enemy) { int damage = (int)PropertieManager.AttackDamageCalc(enemy.GetComponent <EnemyPropertie>().GetDamage()); _attributeDictionary[PropertiesEnum.HP].Value -= damage; if (_attributeDictionary[PropertiesEnum.HP].Value <= 0) { _attributeDictionary[PropertiesEnum.HP].Value = _attributeDictionary[PropertiesEnum.MaxHP].Value; // Die } _attributeDictionary[PropertiesEnum.HP].UpdateText(); _hpSlider.UpdateHpSlider(_attributeDictionary[PropertiesEnum.HP].Value, _attributeDictionary[PropertiesEnum.MaxHP].Value); Text damageText = Instantiate(Resources.Load("Prefabs/UI/FlowText", typeof(Text)) as Text); damageText.transform.SetParent(_canvasTransform); damageText.GetComponent <FlowTextControl>().FlowDamageText(damage); }