using System.Collections; using System.Collections.Generic; using UnityEngine; using UniversalAI; public class GKCUniversalAIDamageDetectionInterface : healthManagement { public UniversalDamageable mainUniversalDamageable; bool damageComponentLocated; public override void setDamageWithHealthManagement(float damageAmount, Vector3 fromDirection, Vector3 damagePos, GameObject attacker, GameObject projectile, bool damageConstant, bool searchClosestWeakSpot, bool ignoreShield, bool ignoreDamageInScreen, bool damageCanBeBlocked, bool canActivateReactionSystemTemporally, int damageReactionID, int damageTypeID) { if (!damageComponentLocated) { mainUniversalDamageable = GetComponent(); damageComponentLocated = true; } if (damageComponentLocated) { mainUniversalDamageable.TakeDamage((int)damageAmount); } } }