Beispiel #1
0
    /// <summary>
    /// Handles the processing of a dead enemy
    /// </summary>
    void Despawn_Enemy()
    {
        StopCoroutine("Move_To_Destination");
        GetComponent <NavMeshAgent>().enabled = false;
        if (roomScript != null)
        {
            roomScript.EnemyKilled();
        }
        if (local_Enemy_Type == enemy_Type.CHARGER)
        {
            local_Enemy_Attack_Charger.StopAllCoroutines();
        }
        else if (local_Enemy_Type == enemy_Type.RANGED)
        {
            local_Enemy_Attack_Ranged.StopAllCoroutines();
        }

        else if (local_Enemy_Type == enemy_Type.SUPPORT)
        {
        }

        else if (local_Enemy_Type == enemy_Type.CROWD_CONTROL)
        {
        }

        else if (local_Enemy_Type == enemy_Type.SPECIALIST)
        {
        }

        else
        {
            local_Enemy_Basic_Attack.StopAllCoroutines();
        }

        score_Text.transform.position = new Vector3(gameObject.transform.position.x, gameObject.transform.position.y + 3.8f, gameObject.transform.position.z);
        score_Text.SetActive(true);

        int y = (player_Position.gameObject.GetComponent <Player_Score>().Add_To_Combo_Score(player_Position.gameObject.GetComponent <MouseShooting>().currentParryCombo + 1) * score_Worth * player_Position.gameObject.GetComponent <Player_Score>().current_Multiplier);

        score_Text.gameObject.GetComponent <Text>().text = y.ToString();
        player_Position.gameObject.GetComponent <Player_Score>().Add_To_Combo_Score(y);
        self_Navmesh_Agent.enabled = false;

        Instantiate(deathParticle, transform.position, transform.rotation);
    }
 /// <summary>
 /// Kills an enemy and updates the room script
 /// </summary>
 public void Die()
 {
     GetComponent <NavMeshAgent>().enabled = false;
     roomScript.EnemyKilled();
     this.enabled = false;
 }