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develop KnockBack
Yoo Hyeokjin edited this page Jun 25, 2023
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8 revisions
public void TakeDamage(float damage, int weaponIndex)
{
mHealth -= damage;
GameManager.instance.WeaponDamage[weaponIndex] += damage;
if (mHealth > 0)
{
StartCoroutine(KnockBack());
mAnim.SetTrigger("Hit");
Debug.Log("Hit");
if(weaponIndex == 6)
{
if(mKnockbackpower < 3)
{
mKnockbackpower++;
}
}
}
else
{
mbLive = false;
mColl.enabled = false;
mRb.simulated = false;
mSpriter.sortingOrder = 1;
mAnim.SetBool("Dead", true);
GameManager.instance.Kill++;
Dead();
GameManager.instance.KillCount[weaponIndex]++;
}
}
private IEnumerator KnockBack()
{
yield return mWait;
Vector3 playerPos = GameManager.instance.Player.transform.position;
Vector3 dirVec = transform.position - playerPos;
mRb.AddForce(dirVec.normalized * (3 + mKnockbackpower), ForceMode2D.Impulse);
}