/// <summary> /// When the player takes damage from a object /// </summary> /// <param name="amt"></param> public void TakeDamage(float amt) { if (!readyToRespawn) { if (coolDownInvulnerability > 0) { return; // cooldown not finished... } coolDownInvulnerability = 0.25f; // cooldown until we can take damage again repawnTime = repawnTimeSet; if (amt < 0) { amt = 0; // negative numbers are ignored } health -= amt; // health = health - amt; SoundEffectBoard.PlayerDamaged(); if (health <= 0) { lives--; readyToRespawn = true; foreach (MeshRenderer meshPiece in playerRespawnEffect) { meshPiece.enabled = false; } exhaustPipe.Stop(); stopMovementWhenRespawning.enabled = false; if (lives > 0) { health = healthMax; } } healthBar.value = health; livesNotifier.text = "Lives: " + lives; // Tells player the lives they have left. if (lives <= 0) { Die(); // when the player has no more health } } }
/// <summary> /// When the player takes damage from a object /// </summary> /// <param name="amt"></param> public void TakeDamage(float amt) { if (coolDownInvulnerability > 0) { return; // cooldown not finished... } coolDownInvulnerability = 0.25f; // cooldown until we can take damage again if (amt < 0) { amt = 0; // negative numbers are ignored } health -= amt; // health = health - amt; healthNotifier.text = "Health: " + health; // updates health when player takes damage SoundEffectBoard.PlayerDamaged(); if (health <= 0) { Die(); // when the player has no more health } }