// Use this for initialization void Start() { body = gameObject.GetComponent <Rigidbody2D>(); animator = transform.GetComponent <Animator>(); states = new AnimatorStates(animator, new string[] { "walk", "idle", "jump", "climb", "death", "wall_slide" }); leveller = new Leveller(this, LEVEL_MAP); states.ChangeState("idle"); }
protected void TakeDamage(int damage) { damageTaken += damage; foreach (KeyValuePair <int, string> pair in destructStates) { if (damageTaken >= pair.Key) { if (pair.Value == "destroy") { GameObject.Destroy(this.gameObject); return; } states.ChangeState(pair.Value); break; } } }
void KillPlayer() { states.ChangeState("death"); health = 0; TogglePlayer(false); }