public virtual void Death() { isDead = true; DropManager.Drop(gameObject, chanceToDrop); SpawnManager.ChangeNumEnemies(-1); ScoreManager.ChangeScore(score); Destroy(gameObject, 0.5f); }
private IEnumerator PourRoutine() { // Drop droplets repeatedly until win, lose, or mouse up (routine is killed in Update()). while (!GameManager.instance.WinState && !GameManager.instance.FailState) { dropManager.Drop(baseColor, transform.position); yield return(new WaitForSeconds(.15f)); } _pourRoutine = null; }
public override void Death() { GameObject spawn; isDead = true; spawn = Instantiate(smallerBlob) as GameObject; spawn.transform.position = transform.position; spawn.GetComponent <Rigidbody2D>().AddForce(new Vector2(-1 * (float)Random.Range(40, 100), (float)Random.Range(100, 300))); spawn = Instantiate(smallerBlob) as GameObject; spawn.transform.position = transform.position; spawn.GetComponent <Rigidbody2D>().AddForce(new Vector2((float)Random.Range(40, 100), (float)Random.Range(100, 300))); SpawnManager.ChangeNumEnemies(-1); DropManager.Drop(gameObject, chanceToDrop); ScoreManager.ChangeScore(score); Destroy(gameObject, 0.5f); }
private void ProcessDeath() { DropManager.Drop(gameObject); Destroy(gameObject); }