void Update()
 {
     if (this.transform.position.x <= endpoint)
     {
         spawn.AddScore(ScoreValue);
         Destroy(this.gameObject);
     }
 }
    private void KillEnemy()
    {
        enemySpawner.AddScore();
        // important to instantiate before destroying this object
        var vfx = Instantiate(deathParticlePrefab, transform.position, Quaternion.identity);

        vfx.Play();
        Destroy(vfx.gameObject, vfx.main.duration);
        AudioSource.PlayClipAtPoint(enemyDeathSFX, Camera.main.transform.position);

        Destroy(gameObject);
    }
Ejemplo n.º 3
0
    private void KillEnemy()
    {
        var   playDeathPart = Instantiate(deathFx, transform.position, Quaternion.identity);
        float destroyDelay  = playDeathPart.main.duration;

        if (tag == "EnemyBig")
        {
            BonusPoints(); // Controls the bonus Gameobject into friendly field

            enemySpawner.AddScore(scoreValue);
            playDeathPart.Play();
            Destroy(playDeathPart.gameObject, destroyDelay);
            Destroy(gameObject);
        }
        else
        {
            // I have the Particle destroying itself through the Editor.
            playDeathPart.Play();
            enemySpawner.AddScore(scoreValue);
            Destroy(playDeathPart.gameObject, destroyDelay);
            Destroy(gameObject);
        }
    }
Ejemplo n.º 4
0
 void Update()
 {
     shootTimer += Time.deltaTime;
     transform.Translate(Vector3.down * speed * Time.deltaTime);
     if (shootTimer > 1f)
     {
         Instantiate(laserPrefab, new Vector3(transform.position.x - 0.8f, transform.position.y, 1), Quaternion.Euler(0, 0, 90));
         gameObject.GetComponent <AudioSource>().PlayOneShot(laserShot);
         shootTimer = 0;
     }
     if (transform.position.x < -8)
     {
         Destroy(gameObject);
     }
     if (amountOfEnemyHP <= 0)
     {
         Destroy(gameObject);
         if (EnemySpawner.gameMode == 1)
         {
             enemySpawner.AddScore(scoreValue);
         }
         Instantiate(explosion, transform.position, Quaternion.identity);
     }
 }