Example #1
0
        /// <summary>
        /// Kills the character, vibrates the device, instantiates death effects, handles points, etc
        /// </summary>
        public virtual void Kill()
        {
            // we prevent further damage
            DamageDisabled();

            // instantiates the destroy effect
            if (DeathEffect != null)
            {
                GameObject instantiatedEffect = (GameObject)Instantiate(DeathEffect, transform.position, transform.rotation);
                instantiatedEffect.transform.localScale = transform.localScale;
            }

            // Adds points if needed.
            if (PointsWhenDestroyed != 0)
            {
                // we send a new points event for the GameManager to catch (and other classes that may listen to it too)
                // TODO:
                //MMEventManager.TriggerEvent (new CorgiEnginePointsEvent (PointsMethods.Add, PointsWhenDestroyed));
            }

            if (_animator != null)
            {
                _animator.SetTrigger("Death");
            }

            // if we have a controller, removes collisions, restores parameters for a potential respawn, and applies a death force
            if (_controller != null)
            {
                // we make it ignore the collisions from now on
                if (CollisionsOffOnDeath)
                {
                    _controller.CollisionsOff();
                    if (_collider2D != null)
                    {
                        _collider2D.enabled = false;
                    }
                }

                // we reset our parameters
                _controller.ResetParameters();

                // we apply our death force
                if (DeathForce != Vector2.zero)
                {
                    _controller.GravityActive(true);
                    _controller.SetForce(DeathForce);
                }
            }

            if (OnDeath != null)
            {
                OnDeath();
            }

            // if we have a character, we want to change its state
            if (_character != null)
            {
                // we set its dead state to true
                _character.ConditionState.ChangeState(CharacterStates.CharacterConditions.Dead);
                _character.Reset();

                // if this is a player, we quit here
                if (_character.CharacterType == CharacterStates.CharacterTypes.Player)
                {
                    return;
                }
            }

            if (DelayBeforeDestruction > 0f)
            {
                Invoke("DestroyObject", DelayBeforeDestruction);
            }
            else
            {
                // finally we destroy the object
                DestroyObject();
            }
        }