public void TakeDamage(int damage) { currenthealth -= damage; healthbar.SetHealth(currenthealth); if (currenthealth <= 0) { Die(); } }
public void Hurt(bool right)// ajouter un int pour differencier le nombre de dégats infligés ? { health--; if (health <= 0) { IsDead(); } else { Isknocked(right); healthba.SetHealth(health); } }
void TakeDamage(int damage) { currentHealth -= damage; healthBar.SetHealth(currentHealth); if (currentHealth <= 0) { anim.SetBool("isDead", true); //Destroy(gameObject, 2f); //Destroy(player.transform.Find("Gun").gameObject); playcont.enabled = false; Destroy(gun); //Destroy(player); gameManager.GameOver(); } }
public void TakeDamage(int damage) { FindObjectOfType <AudioManager>().Play("Enemy_gethit"); health -= damage; healthbar.SetHealth(health); if (health <= 0) { Die(); } }
public void TakeDamage(int damage) { if (blocking) { damage = 0; Debug.Log("Opponent is blocking! no damage taken!"); //When the enemy takes damage, it will be neglected if the opponent is blocking. I can change this in case of having chip damage } currentHealth -= damage; //If the opponent is not blocking, damage is taken to the current health and the slider is set at a new value hpb.SetHealth(currentHealth); if (currentHealth <= 0) //if the enemy healthbar is 0 or below they die. { Die(); } }
void RPC_TakeDamage(float amount, string uid) { if (!SelfPV.IsMine) { return; } if (currentHealth >= 0f) { currentHealth -= amount; hp.SetHealth(currentHealth); if (currentHealth <= 0f && !DeathAnimation) { DeathAnimation = true; GameUI.GamePaused = true; ani.SetBool("dying", true); ani.SetLayerWeight(2, 1f); StartCoroutine(Die(uid)); DeathAnimation = false; // Invoke("Die", 5f); } } }
void TakeDamage(int damage) { currentHealth -= damage; healthBar.SetHealth(currentHealth); }