/// <summary> /// Checks if an enemy object has entered it and damages the "Base" object. /// Checks if any enemies are remaining after. /// </summary> /// <param name="other">The object that enters the trigger.</param> void OnTriggerEnter(Collider other) { GameObject obj = other.gameObject; if (obj.tag == "Enemy") { currentHealth -= obj.GetComponent <Enemy>().damage; Transform pivot = healthBar.transform.Find("HealthyPivot"); Vector3 scale = pivot.localScale; scale.x = Mathf.Clamp(currentHealth / health, 0, 1); pivot.localScale = scale; Destroy(obj); CheckIfNoEnemy checkEnemy = new CheckIfNoEnemy(); checkEnemy.NoEnemy(); CheckHealth(); } }
/// <summary> /// Used when the enemy is hit. /// </summary> /// <param name="damage">How much damage the enemy takes.</param> public void Hurt(float damage) { healthBar.SetActive(true); currentHealth -= damage; if (currentHealth <= 0) { Money.amount += worth; Destroy(gameObject); CheckIfNoEnemy checkEnemy = new CheckIfNoEnemy(); checkEnemy.NoEnemy(); } Transform pivot = healthBar.transform.Find("HealthyPivot"); Vector3 scale = pivot.localScale; scale.x = Mathf.Clamp(currentHealth / health, 0, 1); pivot.localScale = scale; }