Attackmon
Attackmon
Collections;
using Unity.Netcode;
using UnityEngine;
[SerializeField]
private int m_health = 1;
[SerializeField]
private GameObject m_vfxExplosion;
[SerializeField]
private Sprite[] m_meteors;
[SerializeField]
private GameObject m_meteorSprite;
[SerializeField]
private SpriteRenderer m_spriteRenderer;
[SerializeField]
float m_hitEffectDuration = 0.2f;
[SerializeField]
private float m_scaleMax = 1.5f;
// Hit me too!
Hit(m_damage);
}
}
public IEnumerator HitEffect()
{
bool active = false;
float timer = 0f;
while (timer < m_hitEffectDuration)
{
active = !active;
m_spriteRenderer.material.SetInt("_Hit", active ? 1 : 0);
timer += Time.deltaTime;
}
m_spriteRenderer.material.SetInt("_Hit", 0);
}
NetworkObjectDespawner.DespawnNetworkObject(NetworkObject);
}
StopCoroutine(HitEffect());
StartCoroutine(HitEffect());
}
}