//This method allows the enemies to assign damage to the player
    public void TakeDamage(int amount)
    {
        //If the player isn't alive, leave
        if (!IsAlive())
        {
            return;
        }

        //If the player is not invulnerable, reduce the current health
        if (!isInvulnerable)
        {
            currentHealth -= amount;
        }

        //If there is a damage image, tell it to flash
        if (damageImage != null)
        {
            damageImage.Flash();
        }

        //If there is a health slider, update its value
        if (healthSlider != null)
        {
            healthSlider.value = currentHealth / (float)maxHealth;
        }

        //If the player has been defeated by this attack...
        if (!IsAlive())
        {
            //...if there is a player movement script, tell it to be defeated
            if (playerMovement != null)
            {
                playerMovement.Defeated();
            }
            //...if there is a player attack script, tell it to be defeated
            if (playerAttack != null)
            {
                playerAttack.Defeated();
            }

            //...set the Die parameter in the animator
            animator.SetTrigger("Die");
            //...if there is an audio source, assign the deathclip to it
            if (audioSource != null)
            {
                audioSource.clip = deathClip;
            }
            //...finally, tell the GameManager that the player has been defeated
            GameManager.Instance.PlayerDied();
        }
        //If there is an audio source, tell it to play
        if (audioSource != null)
        {
            audioSource.Play();
        }
    }
Example #2
0
    public void TakeDamage(int amount)
    {
        if (!isAlive())
        {
            return;
        }

        currentHealth -= amount;
        damageImage.Flash();


        if (!isAlive())
        {
            playerMovement.Defeated();
            playerAtack.Defeated();

            animator.SetTrigger("Die");
            audioSource.clip = deathClip;
            GameManager.Instance.PlayerDied();
        }
        audioSource.Play();
    }
Example #3
0
    //This method allows the enemies to assign damage to the player
    public void TakeDamage(int amount)
    {
        //If the player isn't alive, leave
        if (!IsAlive())
        {
            return;
        }

        //If the player is not invulnerable, reduce the current health
        if (!isInvulnerable)
        {
            currentHealth -= amount;
        }

        //If there is a damage image, tell it to flash
        if (damageImage != null)
        {
            damageImage.Flash();
        }

        //If there is a health slider, update its value
        if (healthSlider != null)
        {
            healthSlider.value = currentHealth / (float)maxHealth;
        }

        if (currentHealth <= 50 && IsAlive())
        {
            musicSystem.IsHalfHealth();
        }

        //If the player has been defeated by this attack...
        if (!IsAlive())
        {
            //...if there is a player movement script, tell it to be defeated
            if (playerMovement != null)
            {
                playerMovement.Defeated();
            }

            //...if there is a player attack script, tell it to be defeated
            if (playerAttack != null)
            {
                playerAttack.Defeated();
            }

            //...set the Die parameter in the animator
            animator.SetTrigger("Die");

            //...if there is an audio source, assign the deathclip to it
            FMODUnity.RuntimeManager.PlayOneShot(playerDeathSound, transform.position);
            FMODUnity.RuntimeManager.PlayOneShot(DeathMusic, transform.position);

            //Play the death music
            musicSystem.IsDeadMusic();

            //...finally, tell the GameManager that the player has been defeated
            GameManager.Instance.PlayerDied();
        }
        //If there is an audio source, tell it to play
        FMODUnity.RuntimeManager.PlayOneShot(playerHurtSound, transform.position);
    }
Example #4
0
    //此方法允许敌人为玩家分配伤害
    //This method allows the enemies to assign damage to the player
    public void TakeDamage(int amount)
    {
        //如果玩家不存在,请离开
        //If the player isn't alive, leave
        if (!IsAlive())
        {
            return;
        }

        //如果玩家无敌,请降低当前生命值
        //If the player is not invulnerable, reduce the current health
        if (!isInvulnerable)
        {
            currentHealth -= amount;
        }

        //如果有损坏的图像,告诉它闪烁
        //If there is a damage image, tell it to flash
        if (damageImage != null)
        {
            damageImage.Flash();
        }

        //如果有健康状况滑块,请更新其值
        //If there is a health slider, update its value
        if (healthSlider != null)
        {
            healthSlider.value = currentHealth / (float)maxHealth;
        }

        //如果玩家已被这次攻击击败...
        //If the player has been defeated by this attack...
        if (!IsAlive())
        {
            // ...如果有玩家移动脚本,告诉它被击败
            //...if there is a player movement script, tell it to be defeated
            if (playerMovement != null)
            {
                playerMovement.Defeated();
            }
            // ...如果有玩家攻击脚本,告诉它被击败
            //...if there is a player attack script, tell it to be defeated
            if (playerAttack != null)
            {
                playerAttack.Defeated();
            }

            // ...在动画器中设置Die参数
            //...set the Die parameter in the animator
            animator.SetTrigger("Die");
            // ...如果有音频源,请为其分配死亡片段
            //...if there is an audio source, assign the deathclip to it
            if (audioSource != null)
            {
                audioSource.clip = deathClip;
            }
            // ...最后,告诉GameManager玩家已被击败
            //...finally, tell the GameManager that the player has been defeated
            GameManager.Instance.PlayerDied();
        }
        //如果有音频源,请告诉它播放
        //If there is an audio source, tell it to play
        if (audioSource != null)
        {
            audioSource.Play();
        }
    }