protected void LoseHealth(float damage, bool display) { EnableEnemyStateUI(); EnemyHealth.LoseHealth(damage, display); if (IsDead && EnemyState.MovementState != CharacterMovementState.Dead) { Data.IsAlive = false; Data.BodyPosition = transform.position; if (DeadSignal) { DeadSignal.Raise(); } if (RoomSignal != null) { RoomSignal.Raise(); } GetLoot(); if (DeathAnimation != null) { StartCoroutine(DeathAnimationAndDestroy()); } else { StartCoroutine(DieAndLeaveBody()); } } }
private IEnumerator Death() { ChangeState(MinotaurState.Dead); animator.SetTrigger("Die"); triggerCollider.enabled = false; DeadSignal.Raise(); body.isKinematic = true; GetComponent <KnockBack>().IsActive = false; yield return(null); }