void KillEnemy() { capsuleCollider.enabled = false; nav.enabled = false; anim.SetTrigger("EnemyDie"); rigidbody.isKinematic = true; weaponCollider.enabled = false; StartCoroutine(removeEnemy()); dropItem.Drop(); Debug.Log("Connecting to database..."); string connectionstring = @"Data Source = 127.0.0.1; user id = Videojuego; password = Pollis; Initial Catalog = proyectofinal;"; using (SqlConnection connection = new SqlConnection(connectionstring)) //esta sentencia permite que connection se destruya al salir de bloque , no hay que usar connection.close() en otras palabras { connection.Open(); print("Done."); using (SqlCommand command = new SqlCommand("dbo.update_qtymelee", connection)) { command.CommandType = System.Data.CommandType.StoredProcedure; //si no le ponen esto no funciona command.Parameters.AddWithValue("@DATE", System.DateTime.Now.ToString("yyyy/MM/dd hh:mm:ss")); command.ExecuteNonQuery(); print("Lista escritura con un SP."); } } }
void KillEnemy() { boxCollider.enabled = false; anim.SetTrigger("EnemyDie"); audio.PlayOneShot(killAudio); StartCoroutine(RemoveEnemy()); dropItem.Drop(); }
void KillEnemy() { capsuleCollider.enabled = false; audio.PlayOneShot(killAudio); anim.SetTrigger("EnemyDie"); rigidbody.isKinematic = true; StartCoroutine(removeEnemy()); dropItems.Drop(); }
void KillEnemy() { capsuleCollider.enabled = false; audio.PlayOneShot(deathAudio); anim.SetTrigger("Death"); GetComponent <Rigidbody>().isKinematic = true; StartCoroutine(removeEnemy()); dropItem.Drop(); }
protected virtual void Update() { if (health <= 0 && !dead) { dead = true; DropItem di = this.GetComponent <DropItem>(); if (di != null) { di.Drop(); } Die(); } }
IEnumerator damageNexus(Collider other) { yield return(new WaitForSeconds(1)); if (other != null && other.transform.root.GetComponent <Enemy>().dead == false) { DropItem dropItem = other.transform.root.GetComponent <DropItem>(); if (dropItem != null) { dropItem.Drop(); } nexus.health -= other.transform.root.GetComponent <Enemy>().nexusDamage; other.transform.root.GetComponent <Enemy>().FadeAndDisappear(); other.transform.root.gameObject.SetActive(false); gameUI.UpdateNexusHealth(nexus.health, nexus.GetMaxHealth()); } }
void Update() { // Pickup item if (Input.GetKeyDown(KeyCode.Space)) { trigger.PickupItem(); } // Drop item if (Input.GetKeyDown(KeyCode.LeftShift)) { dropScript.Drop(); } // Switch item if (Input.GetKeyDown(KeyCode.Tab)) { //UI Switch foreach (SetItemAsActive item in UIItems) { item.SwitchItem(); } } }