/// <summary> /// /// </summary> void CalculateFall() { if (JumpInmune) { JumpInmune = false; return; } if ((Time.time - fallingTime) <= 0.4f) { return; } float ver = HigherPointOnJump - m_Transform.position.y; if (JumpDirection == -1) { float normalized = m_Transform.position.y + Mathf.Abs(PostGroundVerticalPos); ver = Mathf.Abs(normalized); } if (ver > SafeFallDistance) { float damage = (ver / DeathFallDistance) * 100; DamageManager.GetFallDamage(damage); } // Debug.Log(string.Format("distance: {0}", ver)); }
// If falling damage occured, this is the place to do something about it. You can make the player // have hitpoints and remove some of them based on the distance fallen, add sound effects, etc. void FallingDamageAlert(float fallDistance) { pdm.GetFallDamage(fallDistance * FallDamageMultipler); bl_EventHandler.EventFall(fallDistance * FallDamageMultipler); }