/// <summary> /// Takes the damage. /// </summary> /// <param name="damage">Damage.</param> void ILaserable.TakeDamage(int damage) { //Remove hitpoints as needed Hitpoints -= damage; //Blend the materials to make it take damage _renderer.material.SetFloat("_Blend", 1); //Destroy if it's health is below zero if (Hitpoints <= 0) { //Add time to prevent laser firing while we die. _laserShotTimer = 99f; if (mySpawner) { mySpawner.ClearDrone(); } if (ExplosionPrefab) { Instantiate(ExplosionPrefab, transform.position, Quaternion.identity); } if (_audioSource != null && clips.Length > 1) { _audioSource.Stop(); _audioSource.clip = clips[1]; _audioSource.volume = 1f; _audioSource.Play(); } StartCoroutine(DestroyDrone()); return; } }