/// <summary> /// We've died, destroy our gameobject /// </summary> public void Die() { _aiMood = AiMood.Dead; AgentActions actions = gameObject.GetComponent <AgentActions>(); actions.DropAllItems(); Destroy(gameObject); }
System.Collections.IEnumerator WaitForRevive() { CurrentHitPoints = MaxHitPoints; yield return(new WaitForSeconds(3)); this.gameObject.transform.position = this.gameObject.GetComponent <AI>().startPostion(); this.gameObject.transform.position += new Vector3(0, 1.0f, 0); gameObject.GetComponent <UnityEngine.AI.NavMeshAgent>().enabled = true; _aiMood = AiMood.Idle; }
void Update() { // TODO: Maybe remove this // Show the sadface when hitpoints are low if (CurrentHitPoints < MaxHitPoints / 2) { _aiMood = AiMood.Losing; } else { _aiMood = AiMood.Idle; } }
/// <summary> /// We've died, destroy our gameobject /// </summary> public void Die() { _isAlive = false; _aiMood = AiMood.Dead; Dictionary <string, GameObject> inventory = gameObject.GetComponentInChildren <InventoryController>().Items; AgentActions actions = gameObject.GetComponent <AgentActions>(); foreach (var item in inventory) { actions.DropItem(item.Value); } Destroy(gameObject); }
/// <summary> /// We've died, destroy our gameobject /// </summary> public void Die() { CurrentHitPoints = MaxHitPoints; _aiMood = AiMood.Dead; AgentActions actions = gameObject.GetComponent <AgentActions>(); actions.DropAllItems(); //Destroy(gameObject); gameObject.GetComponent <UnityEngine.AI.NavMeshAgent>().enabled = false; //gameObject.GetComponent<AI>().Dead(); if (FriendlyTeam == Teams.BlueTeam) { transform.position = new Vector3(100.0f, 100.0f, 100.0f); } if (FriendlyTeam == Teams.RedTeam) { transform.position = new Vector3(-100.0f, 100.0f, 100.0f); } StartCoroutine(WaitForRevive()); }