本文整理汇总了C#中PlayerHealth.TakeDamage方法的典型用法代码示例。如果您正苦于以下问题:C# PlayerHealth.TakeDamage方法的具体用法?C# PlayerHealth.TakeDamage怎么用?C# PlayerHealth.TakeDamage使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类PlayerHealth
的用法示例。
在下文中一共展示了PlayerHealth.TakeDamage方法的10个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Attackpeudevie
IEnumerator Attackpeudevie()
{
Anim.Play("Attack_02");
// Reset the timer.
timer = 0f;
jouelaniamtiondattaque = true;
yield return new WaitForSeconds(0.6f);
timer = 0f;
// Première partie de l'anim
if (playerHealth.currentHealth > 0&&enemyHealth.currentHealth>0)
{
// ... damage the player.
playerHealth = target.GetComponent<PlayerHealth>();
playerHealth.TakeDamage(attackDamage/3);
}
yield return new WaitForSeconds(1.4f);
timer = 0f;
// Seconde partie de l'anim
if (playerHealth.currentHealth > 0&&enemyHealth.currentHealth>0)
{
// ... damage the player.
playerHealth = target.GetComponent<PlayerHealth>();
playerHealth.TakeDamage(attackDamage / 3);
}
jouelaniamtiondattaque = false;
}
示例2: OnTriggerEnter
void OnTriggerEnter(Collider other) {
if (other.tag == "Player") {
health = other.gameObject.GetComponent<PlayerHealth> ();
health.TakeDamage (30);
}
//Destroy(other.gameObject);
}
示例3: OnTriggerEnter2D
void OnTriggerEnter2D(Collider2D other){
if((other.gameObject.tag == "Player" && attacking == false))
{
playerHealth = other.gameObject.GetComponent<PlayerHealth>();
playerHealth.TakeDamage(batonDamage);
StartCoroutine(attack());
}
}
示例4: Fight
private void Fight(PlayerHealth player)
{
player.TakeDamage(10);
player.GetComponent<GridMovement>().Freeze();
player.GetComponent<GridMovement>().Invoke("UnFreeze", 1);
Destroy(gameObject, 1);
movement.enabled = false;
aggroCollider.gameObject.SetActive(false);
}
示例5: Attack
void Attack()
{
//Debug.Log ("turn: " + turnController.playerTurn);
if (turnController.playerTurn == 0) {
turnController.BeginTurn();
player = GameObject.FindGameObjectWithTag ("Player");
playerHealth = player.GetComponent<PlayerHealth> ();
if (playerHealth.currentHealth > 0) {
playerHealth.TakeDamage (attackPoint);
}
turnController.EndTurn();
}
}
示例6: Attack
float timer; // Timer for counting up to the next attack.
#endregion Fields
#region Methods
void Attack()
{
Anim.Play("Attack1h1");
// Reset the timer.
timer = 0f;
playerHealth = target.GetComponent<PlayerHealth>();
// If the player has health to lose...
if (playerHealth.currentHealth > 0)
{
// ... damage the player.
playerHealth.TakeDamage(attackDamage);
}
}
示例7: OnTriggerEnter
void OnTriggerEnter (Collider other)
{
trail.transform.SetParent(null);
Destroy(trail, 5f);
particles.SetActive (true);
particles.transform.SetParent (null);
this.gameObject.SetActive (false);
if(other.gameObject.CompareTag("Player"))
{
playerHealth = other.gameObject.GetComponent<PlayerHealth>();
playerHealth.TakeDamage (bulletDamage);
}
}
示例8: Attack
float timer; // Timer for counting up to the next attack.
#endregion Fields
#region Methods
void Attack(GameObject target)
{
anim.SetTrigger("Attack");
// Reset the timer.
timer = 0f;
playerHealth = target.GetComponent<PlayerHealth>();
// If the player has health to lose...
if (playerHealth.currentHealth > 0)
{
// ... damage the player.
playerHealth.TakeDamage(attackDamage);
}
}
示例9: Attackforte
float timer; // Timer for counting up to the next attack.
#endregion Fields
#region Methods
IEnumerator Attackforte()
{
Anim.Play("Attack_01");
// Reset the timer.
timer = 0f;
jouelaniamtiondattaque = true;
yield return new WaitForSeconds(1f);
timer = 0f;
jouelaniamtiondattaque = false;
// If the player has health to lose...
if (playerHealth.currentHealth > 0&&enemyHealth.currentHealth>0)
{
playerHealth = target.GetComponent<PlayerHealth>();
// ... damage the player.
playerHealth.TakeDamage(attackDamage);
}
}
示例10: Attacksimple
float timerforspawn; // Timer entre l'invocation de monstres
#endregion Fields
#region Methods
IEnumerator Attacksimple(GameObject target)
{
Anim.Play("DemPunch");
// Reset the timer.
timer = 0f;
jouelaniamtiondattaque = true;
yield return new WaitForSeconds(0.7f);
timer = 0f;
// Première partie de l'anim
playerHealth = target.GetComponent<PlayerHealth>();
if (playerHealth.currentHealth > 0 && enemyHealth.currentHealth > 0)
{
// ... damage the player.
playerHealth.TakeDamage(attackDamage);
}
yield return new WaitForSeconds(0.3f);
timer = 0f;
jouelaniamtiondattaque = false;
}