public void Hited(Attack attack) { hp -= attack.damage; damageText.Float(attack.damage.ToString(), transform.position + Vector3.up * 0.5f); if (useHitEffect) { EffectAnimator.Play(hitEffect, transform.position); } if (hp < 0) { hp = 0; } attack.OnHit?.Invoke(this); if (hp != 0) { animator.Hited(); } if (hp == 0) { isDead = true; Dead(); attack.OnKill?.Invoke(this); } }
private IEnumerator Floating() { for (int i = 0; i < boss.name.Length; i++) { tp.Float(boss.name[i].ToString(), Vector3.zero); yield return(new WaitForSeconds(tpInterval)); } yield return(new WaitForSeconds(tpWaiting)); tp.gameObject.SetActive(false); }
public void Heal(Attack attack) { hp += attack.damage; attack.OnHit?.Invoke(this); healText.Float(attack.damage.ToString(), transform.position + Vector3.up * 0.5f); }