// changes the energy from the player // also notifies the UI (if present) public void ModifyHealth(int amount) { Debug.Log("AddAmount" + amount); //avoid going over the maximum health by forcin if (health + amount > maxHealth) { amount = maxHealth - health; Debug.Log("ture: " + maxHealth + "health: " + health); } health += amount; Debug.Log("Health" + amount); // Notify the UI so it will change the number in the corner if (ui != null && playerNumber != -1) { ui.ChangeHealth(amount, playerNumber); } //DEAD if (health <= 0) { deathEffect.transform.position = this.transform.position; deathEffect = Instantiate(deathEffect); deathEffect.Play(); if (hiddenItemBool) { hiddenItem.transform.position = this.transform.position; hiddenItem.SetActive(true); } Destroy(gameObject); } }
// changes the energy from the player // also notifies the UI (if present) public void ModifyHealth(int amount) { //avoid going over the maximum health by forcin if (health + amount > maxHealth) { amount = maxHealth - health; } health += amount; // Notify the UI so it will change the number in the corner if (userInterface != null && playerNumber != -1) { userInterface.ChangeHealth(amount, playerNumber); } // if (amount < 0) { if (GetComponent <SpriteRenderer>() != null) { GetComponent <SpriteRenderer>().color = hitColor; Invoke("BackToColor", 0.1f); } } //DEAD if (health <= 0) { // AGREGAR ALGO ANTES DE MORIR userInterface.AddPoints(0, score); Destroy(gameObject); } }
// changes the energy from the player // also notifies the UI (if present) public void ModifyHealth(int amount) { //avoid going over the maximum health by forcin if (health + amount > maxHealth) { amount = maxHealth - health; } health += amount; // Notify the UI so it will change the number in the corner if (ui != null && playerNumber != -1) { ui.ChangeHealth(amount, playerNumber); } //DEAD if (health <= 0) { Debug.Log("NO NYT ON RITARI VOITETTU!!! : "); //SceneManager.UnloadScene("MiekkaTaistelu"); SceneManager.LoadScene("Skene1"); Destroy(gameObject); } }
// changes the energy from the player // also notifies the UI (if present) public void ModifyHealth(int amount) { //avoid going over the maximum health by forcin if (health + amount > maxHealth) { amount = maxHealth - health; } // Notify the UI so it will change the number in the corner if (ui != null && playerNumber != -1) { ui.ChangeHealth(amount, playerNumber); } animator.SetTrigger("damage"); health += amount; //DEAD if (health <= 0) { animator.SetBool("dead", true); GetComponent <Move>().enabled = false; animator.ResetTrigger("damage"); this.enabled = false; } }
// changes the energy from the player // also notifies the UI (if present) public void ModifyHealth(int amount) { //avoid going over the maximum health by forcin if (health + amount > maxHealth) { amount = maxHealth - health; } health += amount; // Notify the UI so it will change the number in the corner if (ui != null && playerNumber != -1) { ui.ChangeHealth(amount, playerNumber); } //DEAD if (health <= 0 && playerNumber == 0) //pelaaja häviää { Debug.Log("NO NYT ON RITARI VOITETTU!!! : " + playerNumber); //SceneManager.UnloadScene("MiekkaTaistelu"); //foreach (var root in SceneRoots) //{ // Debug.Log(root); // root.SetActive(true); //} //SceneManager.UnloadSceneAsync("MiekkaTaistelu"); //SceneManager.LoadScene("Lopetus"); Destroy(gameObject); } if (health <= 0 && playerNumber == 1) //vastustaja häviää { Debug.Log("Onnittelut, vastustaja voitettu!!! : " + playerNumber); //SceneManager.UnloadScene("MiekkaTaistelu"); //foreach (var root in SceneRoots) //{ // Debug.Log(root); // if (root != null) // { // root.SetActive(true); // if (root.tag == "Player2") { Destroy(root); } // } //} //SceneManager.UnloadSceneAsync("MiekkaTaistelu"); //SceneManager.LoadScene("Skene1"); Destroy(gameObject); } }
// changes the energy from the player // also notifies the UI (if present) public void ModifyHealth(int amount) { //avoid going over the maximum health by forcin if (health + amount > maxHealth) { amount = maxHealth - health; } health += amount; // Notify the UI so it will change the number in the corner if (ui != null && playerNumber != -1) { ui.ChangeHealth(amount, playerNumber); } }
// changes the energy from the player // also notifies the UI (if present) public void ModifyHealth(int amount) { //avoid going over the maximum health by forcin if (health + amount > maxHealth) { amount = maxHealth - health; } health += amount; // Notify the UI so it will change the number in the corner if (ui != null && playerNumber != -1) { ui.ChangeHealth(amount, playerNumber); } //DEAD if (health <= 0) { //FloatingTextController.CreateFloatingText(amount.ToString(), transform); Destroy(gameObject); } }
// changes the energy from the player // also notifies the UI (if present) public bool ModifyHealth(int amount) { //Invincible time if (isInvincible()) { return(false); } //avoid going over the maximum health by forcin if (health + amount > maxHealth) { amount = maxHealth - health; } health += amount; // Notify the UI so it will change the number in the corner if (ui != null && playerNumber != -1) { ui.ChangeHealth(amount, playerNumber); } //DEAD if (health <= 0) { Destroy(gameObject); } //ChangeSpriteColor if (amount < 0) { DamageSpriteShining(); return(true); } return(false); }