Example #1
0
    public void Be_Attacked()
    {
        // If RGB_Slime is in combat
        if (Electricity_Manager_St.Get_States() != Boss_States.Cinematic && Electricity_Manager_St.Get_States() != Boss_States.Dead)
        {
            // Make boss angrier
            Current_Health -= 1;
            Debug.Log("Electricity Manager Health : " + Current_Health);
            // If the boss has heath, he become stunt else he die
            if (Current_Health > 2)
            {
                // Debug
                Debug.Log("Electricity Manager : Ouch");
                // Update To Attac so if Doom Shroom is waiting he will jump
                Electricity_Manager_St.Update_State(Boss_States.Attack);
                Electricity_Manager_An.Launch_Stunt_Animation();
            }
            else
            {
                Electricity_Manager_St.Update_State(Boss_States.Dead);
                Electricity_Manager_An.Launch_Death_Animation();
            }

            HUD.Update_Boss_Health_Bar(Current_Health, Max_Health);
        }
    }
Example #2
0
    public void Be_Attacked()
    {
        // If RGB_Slime is in combat
        if (RGB_Slime_St.Get_States() != Boss_States.Cinematic && RGB_Slime_St.Get_States() != Boss_States.Dead)
        {
            // Make boss angrier
            RGB_Slime_At.Increase_Difficulty();
            Current_Health -= 1;
            // If the boss has heath, he become stunt else he die
            if (Current_Health > 2)
            {
                RGB_Slime_An.Launch_Stunt_Animation();
            }
            else
            {
                RGB_Slime_St.Update_State(Boss_States.Dead);
                RGB_Slime_An.Launch_Death_Animation();
            }

            HUD.Update_Boss_Health_Bar(Current_Health, Max_Health);
        }
    }
 public void Be_Attacked()
 {
     // If boss can be attacked
     if (State != Boss_States.Cinematic && State != Boss_States.Dead)
     {
         Current_Health -= 1;
         // Make boss angrier
         Store_Janitor_At.Increase_Difficulty();
         // If the boss has heath, he become stunt else he die
         if (Current_Health > 2)
         {
             Store_Janitor_An.Launch_Stunt_Animation();
         }
         else
         {
             Debug.Log("Store Janitor is Dead");
             Store_Janitor_St.Update_State(Boss_States.Dead);
             Store_Janitor_An.Launch_Death_Animation();
         }
         Debug.Log("Store Janitor Health = " + Current_Health);
         HUD.Update_Boss_Health_Bar(Current_Health, Max_Health);
     }
 }