Ejemplo n.º 1
0
 /// <summary>
 /// I have died, give XP to player and spawn any death spawns.
 /// </summary>
 public virtual void OnDead()
 {
     if (GlobalFuncs.DEBUGGING_MESSAGES)
     {
         Debug.Log(transform.name + " change state to Dead");
     }
     GlobalFuncs.GiveXPToPlayer(XPToGive);                                                                                                                                                                                  // update player XP
     bMagicAttacking = false;                                                                                                                                                                                               // ensure no more spells launched
     bPatrolling     = false;                                                                                                                                                                                               // ensure patrol actions stopped
     StartCoroutine(GlobalFuncs.SpawnAllDelayed(SpawnOnDeath, 0f, NoneSequentialSpawns, transform, null, 0, false, (gameObject.tag == "Enemy" ? SpawnTarget.Friend : SpawnTarget.Enemy)));                                  // trigger all death spawns the the array
     StartCoroutine(GlobalFuncs.SpawnAllDelayed(SpawnOnBodyRemoval, GlobalFuncs.EnemyDestroyDelay, NoneSequentialSpawns, transform, null, 0, false, (gameObject.tag == "Enemy" ? SpawnTarget.Friend : SpawnTarget.Enemy))); // trigger all death spawns the the array
     Destroy(gameObject, GlobalFuncs.EnemyDestroyDelay);                                                                                                                                                                    // remove self when dead after global time limit
 }