public override void Damage(float damage) { //Debug.Log(gameObject + " Got Hit!"); currentHealth = Mathf.Clamp(currentHealth - damage, 0, maxHealth); if (currentHealth <= 0) { isDead = true; TargetPractice.Triggered(); } }
private void Start() { backPracticeButton.interactable = true; levelNormalButtom.interactable = true; level1Buttom.interactable = true; level2Buttom.interactable = true; markGoal = false; missGoal = false; GameUIPractice.instance.players = new PlayerControllerPractice[1]; scores = new int[1]; ImInGame(); //timScript = GameUIPractice.instance.time.GetComponent<TimerPractice>(); kickScipt = GameUIPractice.instance.kick.GetComponent <CountKicks>(); targetScipt = GameUIPractice.instance.target.GetComponent <TargetPractice>(); //playerScript = GameUIPractice.instance.playerObject.GetComponent<PlayerControllerPractice>(); targetScipt.Start(); }
private void Start() { targetScipt = GameUIPractice.instance.target.GetComponent <TargetPractice>(); }
// Start is called before the first frame update void Awake() { _instance = this; animator = gate.GetComponent <Animator>(); }