Beispiel #1
0
 // Update is called once per frame
 void Update()
 {
     if (enemyHealth <= 0)
     {
         Instantiate(deathEffect, transform.position, transform.rotation);
         currencyOnKill = Random.Range(1, 100);
         VoidEssenceManager.AddCurrencyOnKill(currencyOnKill);
         Destroy(gameObject);
     }
 }
 private void OnTriggerEnter2D(Collider2D other)
 {
     if (other.GetComponent <PlayerController>() == null)
     {
         return;
     }
     currencyToAdd = Random.Range(1, 11);
     VoidEssenceManager.AddCurrency(currencyToAdd);
     Destroy(gameObject);
 }
 // Update is called once per frame
 void Update()
 {
     if (FindObjectOfType <BossHealthManager>())
     {
         return;
     }
     else
     {
         currencyOnKill = Random.Range(1000, 1501);
         VoidEssenceManager.AddCurrencyOnKill(currencyOnKill);
         Destroy(gameObject);
     }
 }
Beispiel #4
0
    public IEnumerator RespawnPlayerCo()
    {
        // Creates a copy of Object
        Instantiate(deathParticle, player.transform.position, player.transform.rotation);
        player.enabled = false;
        player.GetComponent <Renderer>().enabled = false;
        camera.isFollowing = false;
        player.GetComponent <Rigidbody2D>().gravityScale = 0f;
        player.GetComponent <Rigidbody2D>().velocity     = Vector2.zero;
        VoidEssenceManager.RemoveCurrencyOnDeath();
        // Debug.Log("Player Respawn");
        yield return(new WaitForSeconds(respawnDelay));

        camera.isFollowing = true;
        player.GetComponent <Rigidbody2D>().gravityScale = 5f;
        player.playerInsanity     = player.playerInsanity * 1.02f;
        player.transform.position = currentCheckpoint.transform.position;
        player.enabled            = true;
        healthManager.FullHealth();
        healthManager.isDead = false;
        player.GetComponent <Renderer>().enabled = true;
        Instantiate(respawnParticle, currentCheckpoint.transform.position, currentCheckpoint.transform.rotation);
    }