public void TakeDamage(float amount) { if (IsDead) { return; } if (amount < 0) { durability = 0; } else { durability = Mathf.Clamp(durability - amount, 0, maxDurability); } if (durability <= 0) { IsDead = true; OnDie?.Invoke(); if (destroyGameObjectOnDeath) { Destroy(gameObject); } } }
public int AddHealth(int value) { if (IsDead) { return(0); } Health += value; if (Health >= c_MaxHealth) { Health = c_MaxHealth; } if (Health <= 0) { Health = 0; IsDead = true; } OnHealthChanged.Invoke(Health); if (IsDead) { Image.Load(m_DeathBitmap); OnDie.Invoke(); } return(Health); }
public void ReceiveAnAttack(int damage) { if (IsDead) { return; } _currentHealthSO.InflictDamage(damage); if (_updateHealthUI != null) { _updateHealthUI.RaiseEvent(); } GetHit = true; if (_currentHealthSO.CurrentHealth <= 0) { IsDead = true; if (OnDie != null) { OnDie.Invoke(); } if (_deathEvent != null) { _deathEvent.RaiseEvent(); } _currentHealthSO.SetCurrentHealth(_healthConfigSO.InitialHealth); } }
private void EndGame() { if (GameOver || processColision) { return; } Pacman.Stop(); Ghosts.ForEach(x => x.Stop()); if (LifeCount > 0) { LifeCount--; WaitAndCall(((int)TIME_TO_RESET * 1000), InitiateGame); } else { OnGameOver?.Invoke(); GameOver = true; UnityEngine.Debug.LogWarning("GAME OVER"); } OnDie?.Invoke(); processColision = true; }
// Update is called once per frame void Update() { //Debug.LogWarning("UPDATE : " + currState); if (GameState.PAUSE == currState || GameState.GAME_OVER == currState || GameState.DYING == currState) { return; } // if (player?.position.z > zMaxDistance) // { // OnPlayerReachLimit?.Invoke(zMaxDistance); // } if (player == null) { //game conditions if (GameFlow.LifeCount > 0) { currState = GameState.DYING; GameFlow.LifeCount--; OnPlayerReachLimit?.Invoke(zMaxDistance); OnDie?.Invoke(); Debug.LogWarning("DYING : " + GameFlow.LifeCount); } else { currState = GameState.GAME_OVER; OnGameOver?.Invoke(); } } }
public void Kill() { motor.animator.SetBool("Character/Dead", true); motor.animator.CrossFadeInFixedTime("Die", 0.2f); Destroy(GetComponent <Target>()); OnDie?.Invoke(); }
private void Die() { OnDie?.Invoke(this); Gamemanager.instance.OnEnemyDieHandler(pointsToGive, extraTime); Gamemanager.instance.enemiesController.ItemToDrop(this.transform.position, chanceToSpawnItem); Destroy(this.gameObject); }
private bool UpdateHealth(float delta) { if (Health > 0f) { var oldHealth = Health; var newHealth = Health + delta; if (Splits > 1 && Math.Ceiling(oldHealth / _splitHealth) > Math.Ceiling(newHealth / _splitHealth)) { var enemy = Instantiate(gameObject, transform.position, Quaternion.identity, transform.parent); enemy.transform.localScale /= 1.5f; enemy.GetComponentInChildren <Move>().CurrWaypoint = GetComponentInChildren <Move>().CurrWaypoint; var enemyBase = enemy.GetComponent <EnemyBase>(); enemyBase.MaxHealth.Base /= Splits * 2; enemyBase.Speed *= 1.5f; enemyBase.Splits /= 2; enemyBase.Level = _level; GameState.Instance.RegisterEnemy(enemy); } Health = newHealth; _healthBar.localScale = new Vector2(Math.Max(Health / MaxHealth.Value, 0f), 1f); if (Health <= 0f) { OnDie?.Invoke(this, gameObject); _animator.SetBool("Dead", true); return(true); } } return(false); }
public void TakeDamage(float amount) { if (amount < 0) { throw new System.Exception("You can't deal a negative damage value to the character health"); } if (OnReceiveDamage != null) { OnReceiveDamage.Invoke(amount); } _health -= amount; _health = Mathf.Clamp(_health, 0, maxHealth); if (OnHealthChange != null) { OnHealthChange.Invoke(_health); } if (_health == 0 && OnDie != null) { OnDie.Invoke(); } }
// Use this for initialization void Start () { HP = startHP; SP = startSP; Die += TryNavMeshAgent.instance.Dead; SetHp(); SetSp(); }
private IEnumerator Die() { yield return(new WaitForNote(Note.Quarter, 3)); bloodSpurtVfx.Stop(); bloodSpurtVfx.Destroy(); OnDie?.Invoke(this); }
void EndDie() { Animator.ResetTrigger(DeathHash); Animator.SetTrigger(DeadHash); Collider.enabled = false; UpdateParams(); OnDie?.Invoke(); }
private void Update() { if (transform.position.sqrMagnitude >= 20000) { OnDie?.Invoke(this); Destroy(gameObject); } }
public void Die() { if (!IsDead) { IsDead = true; arena.Kill(this); OnDie.Invoke(); } }
private IEnumerator WaitForAnimationToEnd() { OnDie?.Invoke(); RigidBody2D.velocity = Vector2.zero; yield return(new WaitForSeconds(1.67f)); OnResetLevel?.Invoke(); ResetPlayer(); }
private void OnDisable() { if (!ZombiesManager.Singleton.gameOver) { if (OnDie != null) { OnDie.Invoke(); } } }
private void Die() { OnDie?.Invoke(); birdMovement.ResetVelocity(); visualTransform.localEulerAngles = new Vector3( visualTransform.localEulerAngles.x, visualTransform.localEulerAngles.y, -90); }
public void Damage(int value) { m_LifeCount--; if (m_LifeCount <= 0) { OnDie?.Invoke(this); Destroy(gameObject); } }
public void Damage(int value) { m_LifeCount--; Respawn(); if (m_LifeCount <= 0) { OnDie?.Invoke(this); } }
/// <summary> /// death event /// </summary> public IEnumerator Die() { state = PieceState.Die; AnimatorController.ChangeAnimation(PlayerAnimations.Death.ToString()); yield return(new WaitForSeconds(1f)); gameBoardManager.map.PutPiece(Vector3Int.RoundToInt(CurrentPosition - offset), null); gameObject.SetActive(false); OnDie?.Invoke(); yield break; }
private void Die() { OnDie?.Invoke(); _metronome.PlayEvent(5); Animator.SetTrigger("Dead"); _playing = false; _playOk = false; Invoke(nameof(EndGame), 1); }
/// <summary> /// Dies this instance. /// </summary> protected virtual void Die() { ResetTarget(); EffectsInspector.ClearEffects(); OnDie?.Invoke(this); OnStopShowing?.Invoke(this); SetSelected(false); UpdateSelfTarget(show: false); DieFinalize(); }
private void EndGame(Collider2D collider) { dead = true; transform.DOKill(); GetComponent <Explodable>()?.explode(); GetComponent <ExplosionForce>()?.doExplosion(collider.transform.position); GetComponent <Rigidbody2D>().Sleep(); OnDie?.Invoke(); GameManager.Instance.AttemptChangeState(GameManager.GameState.End); }
public void Die() { // if (type == Type.player && playerControl.isWorld) { // player.transform.position = CheckPointTotalManager.instance.savedPos; // return; // }dieEvent // }dieEvent // }dieEvent dieEvent.Invoke(); if (type == Type.player) { PlayerControl1.Instance.Die(); playerControl.hp = 0; } if (SpawnObjOnDie != null) { GameObject obj = Instantiate(SpawnObjOnDie, transform.position, Quaternion.identity); if (obj.CompareTag("thing")) { obj.GetComponent <Thing>().TriggerMethod?.Invoke(); } } if (dead) { return; } dead = true; OnDie?.Invoke(); if (type == Type.enemy) { goal.enemyCount -= 1; hasShield = false; gameObject.GetComponent <Enemy>().EnemyDie(); } if (dieParticle != null) { Instantiate(dieParticle, transform.position, Quaternion.identity); } if (isDivedeDead) { GetComponent <HeadBodySeparation>().Dead(force); //print("die"); } ProCamera2DShake.Instance.Shake(0.2f, new Vector2(200f, 200f)); if (PlayerControl1.Instance.swap.overheadRB != null && PlayerControl1.Instance.swap.overheadRB.gameObject == gameObject) { PlayerControl1.Instance.swap.DropOverhead(); } StartCoroutine(ScaleDown(0.2f)); }
/// <summary> /// Returns this object to the object pool. /// </summary> public virtual void DestroyAsPoolableObject() { if (OnDie != null) { foreach (Action <IDying> handler in OnDie.GetInvocationList()) { OnDie -= handler; } } OnDestroyAsPoolableObject?.Invoke(this); }
private void Kill() { if (!m_Alive) { return; } m_Alive = false; OnDie?.Invoke(); m_FirstBody.Obliterate(); Destroy(gameObject); }
public override void Die() { if (!isDied) { OnDie?.Invoke(); if (UnityEngine.Random.Range(0, 3) == 0) { DropResurses(); } isDied = true; } base.Die(); }
public void takeDamage(int damage) { health -= damage; if (health <= 0) { OnDie.Invoke(); GameObject canvas = Resources.Load <GameObject>("DieMessage"); DisableShoot(); Instantiate(canvas); health = 0; Timer.RecordTime(); } }
public void Damage(int damageAmount) { healthAmount -= damageAmount; healthAmount = Mathf.Clamp(healthAmount, 0, healthAmountMax); OnDamage?.Invoke(this, EventArgs.Empty); // OK, but still alive? if (IsDead()) { OnDie?.Invoke(this, EventArgs.Empty); } }
public void Hurt(float damage) { _currentHealthValue -= damage; OnChangeHealth?.Invoke(_currentHealthValue); if (_currentHealthValue <= 0) { OnDie?.Invoke(); if (!gameObject.CompareTag("Player")) { Destroy(gameObject); } } }
private void Respawn() { OnDie?.Invoke(); if (GameManager.playerHealth <= 0) { // play death animation screen, disable movement GameManager.inGame = false; Invoke(nameof(ReloadLevel), 2f); } else { transform.position = respawnPoint; } }