public void Kill() { Invoke("OnDeath", 2f); GameObject particleGO = Instantiate(Resources.Load("Particles"), transform.position, Quaternion.identity) as GameObject; ParticleSystem particleSys = particleGO.GetComponent <ParticleSystem>(); if (particleSys != null) { particleSys.Play(); } AudioSource particleAudio = particleGO.GetComponent <AudioSource>(); if (particleAudio != null) { particleAudio.PlayOneShot(death); } // reset all skelettons GameObject[] skelettonArr = GameObject.FindGameObjectsWithTag("skeletton"); foreach (GameObject go in skelettonArr) { Skeletton s = go.GetComponent <Skeletton>(); if (s != null) { s.ResetSkeletton(); } } gameObject.SetActive(false); }
void OnTriggerEnter(Collider other) { Skeletton s = other.gameObject.GetComponent <Skeletton>(); if (s != null) { player.Attack(); } }
void OnTriggerEnter(Collider other) { Skeletton s = other.gameObject.GetComponent <Skeletton>(); if (s != null) { s.TurnAround(); } }
void Start() { bob = transform.parent.gameObject.GetComponent <Skeletton>(); }