| | |
| | | { |
| | | Vector3 backPos = this.transform.position; |
| | | this.TakeDamage(poisonHurt, this.transform.position, null, poisonAttid); |
| | | if ((poisonHurt > 0) && (!opponentAgent)) |
| | | { |
| | | if (GameUI.instanceExists) |
| | | GameUI.instance.generateBloodText(backPos, poisonHurt, false, true); |
| | | else if (EndlessGameUI.instanceExists) |
| | | EndlessGameUI.instance.generateBloodText(backPos, poisonHurt, false, true); |
| | | } |
| | | // if ((poisonHurt > 0) && (!opponentAgent)) |
| | | // { |
| | | // if (GameUI.instanceExists) |
| | | // GameUI.instance.generateBloodText(backPos, poisonHurt, false, true); |
| | | // else if (EndlessGameUI.instanceExists) |
| | | // EndlessGameUI.instance.generateBloodText(backPos, poisonHurt, false, true); |
| | | // } |
| | | |
| | | if (poisonHurt > 0) |
| | | timeToPoisonHurt = 1.0f; |