public IEnumerator Kill() { ManagerHandler.Get <VibrationManager>().Vibrate(); Model.gameObject.SetActive(false); PlayFeedback.gameObject.SetActive(false); DeathFeedback.transform.position = Model.transform.position; DeathFeedback.PlayAll(); yield return(null); Deactivate(); }
public void Kill() { _deathFeedback?.PlayAll(); _currentHealth = 0; SetInvulnerable(false); gameObject.SetActive(false); if (_character.CharacterType == CharacterType.Player) { GenericEvent.Trigger(GenericEventType.PlayerDied, gameObject); } else { GenericEvent.Trigger(GenericEventType.EnemyDestroyed, gameObject); } }
public override void OnEnter() { base.OnEnter(); Vector3 target = _brain.Target != null ? _brain.Target.position : Vector3.down; // Aim at target Vector3 direction = target - transform.position; var bullet = _spawnerManager.LendBullet(BulletType); // Assign bullet speed bullet.Speed = BulletSpeed; // Shoot a bullet at target bullet.Fire(transform.position, direction.normalized, gameObject); _timer = TransitionExitTime; _shootingFeedback.PlayAll(); }
/// <summary> /// Called when the player collides with a collectable /// </summary> public void OnCollect() { _model.gameObject.SetActive(false); _collectFeedback.PlayAll(); }
protected virtual void Shoot() { // Get an inactive bullet from the pool and shoot it _spawnerManager.LendBullet(BulletType).Fire(transform.position, Vector3.up, gameObject); _shootingFeedback.PlayAll(); }