void KillEnemy(AmmoTypo t) { ReportKill(t.id); capsuleCollider.enabled = false; nav.enabled = false; animator.SetTrigger("EnemyDie"); rigidbody.isKinematic = true; weaponCollider.enabled = false; StartCoroutine(RemoveEnemy()); dropItems.Drop(); }
void KillEnemy(AmmoTypo t) { ReportKill(t.id); capsuleCollider = GetComponent <CapsuleCollider>(); capsuleCollider.enabled = false; animator = GetComponent <Animator>(); animator.SetTrigger("EnemyDie"); rigidbody = GetComponent <Rigidbody>(); rigidbody.isKinematic = true; StartCoroutine(RemoveEnemy()); dropItems.Drop(); }
void OnTriggerEnter(Collider other) { if (timer >= timeSinceLastHit && !GameManager.instance.GameOver) { if (other.tag == "PlayerWeapon") { AmmoTypo t = other.GetComponent <AmmoTypo>(); TakeHit(t.damage, t); timer = 0f; } } }
void TakeHit(int damage, AmmoTypo t) { if (startingHealth == 0) { EnemyTypo e = GetComponent <EnemyTypo>(); startingHealth = e.health; currrentHealth = startingHealth; } if (currrentHealth > 0) { animator.Play("Hurt"); currrentHealth -= damage; } if (currrentHealth <= 0) { isAlive = false; KillEnemy(t); } }