IEnumerator Wait_After_Attack() { Store_Janitor_St.Update_State(Boss_States.Wait); yield return(new WaitForSeconds(Wait_Time)); Store_Janitor_St.Update_State(Boss_States.Attack); }
public void Be_Attacked() { // If boss can be attacked if (State != Boss_States.Cinematic && State != Boss_States.Dead) { Current_Health -= 1; // Make boss angrier Store_Janitor_At.Increase_Difficulty(); // If the boss has heath, he become stunt else he die if (Current_Health > 2) { Store_Janitor_An.Launch_Stunt_Animation(); } else { Debug.Log("Store Janitor is Dead"); Store_Janitor_St.Update_State(Boss_States.Dead); Store_Janitor_An.Launch_Death_Animation(); } Debug.Log("Store Janitor Health = " + Current_Health); HUD.Update_Boss_Health_Bar(Current_Health, Max_Health); } }