Ejemplo n.º 1
0
    public void ReactToHit()
    {
        WanderingAI behavior = GetComponent <WanderingAI>();

        if (behavior != null)
        {
            behavior.setAlive(false);
        }
        StartCoroutine(Die());
    }
Ejemplo n.º 2
0
    public void reactToHit()
    {
        WanderingAI wanderingAI = GetComponent <WanderingAI>();

        if (wanderingAI != null)
        {
            wanderingAI.setAlive(false);
        }
        StartCoroutine(die());
    }
Ejemplo n.º 3
0
    // creates the method that is called in the shoot class
    public void ReactToHit()
    {
        // checks if target has wandering ai script and if so sets its status to not alive
        WanderingAI behavoir = GetComponent <WanderingAI>();

        if (behavoir != null)
        {
            behavoir.setAlive(false);
            blood.Play();
            behavoir.turnOffNavMesh();
        }
        StartCoroutine(Die());
    }
Ejemplo n.º 4
0
    private IEnumerator Die()
    {
        transform.Rotate(75, 0, 0);

        WanderingAI wanderingAI = gameObject.GetComponent <WanderingAI> ();

        if (wanderingAI != null)
        {
            wanderingAI.setAlive(false);
        }
        yield return(new WaitForSeconds(1.5f));

        Destroy(gameObject);
    }
Ejemplo n.º 5
0
    private IEnumerator Die()
    {
        WanderingAI behavior = GetComponent <WanderingAI>();

        if (behavior)
        {
            behavior.setAlive(false);
        }

        transform.Rotate(-75, 0, 0);

        Rigidbody rigidbody = GetComponent <Rigidbody>();

        if (rigidbody)
        {
            rigidbody.useGravity  = true;
            rigidbody.constraints = RigidbodyConstraints.None;
        }

        yield return(new WaitForSeconds(1.5f));

        Destroy(gameObject);
    }