void Death() { // The enemy is dead. isDead = true; // Turn the collider into a trigger so shots can pass through it. capsuleCollider.isTrigger = true; // Find and disable the Nav Mesh Agent. GetComponent <NavMeshAgent> ().enabled = false; // Find the rigidbody component and make it kinematic (since we use Translate to sink the enemy). GetComponent <Rigidbody> ().isKinematic = true; // The enemy should no sink. isSinking = true; // Increase the score by the enemy's score value. DayManager.credits += dayValue; // After 2 seconds destory the enemy. Destroy(gameObject, 8f); enemyMaster.CallEventEnemyDie(); // Change the audio clip of the audio source to the death clip and play it (this will stop the hurt clip playing). enemyAudio.clip = deathClip; enemyAudio.Play(); }
public void DeductHealth(int healthChange) { enemyHealth -= healthChange; if (enemyHealth <= 0) { enemyHealth = 0; GetComponent <NavMeshAgent> ().enabled = false; GetComponent <SphereCollider> ().enabled = false; DayManager.credits += dayValue; ShardsCollected.creditss += dayValue; EnemiesKilledEnd.killends += killendvalue; enemyMaster.CallEventEnemyDie(); RewardOrder.rewardCount -= dederAl; RewardOrder2.rewardCount -= dederAl; RewardOrder3.rewardCount -= dederAl; partsyscryst.SetActive(true); Destroy(gameObject, Random.Range(7, 8)); moneySource.clip = munnyClip; moneySource.Play(); int dedCclip = Random.Range(0, deathClip.Length); enemySource.clip = deathClip[dedCclip]; enemySource.Play(); kilstrek.strtKillsTime(); Killstreak.killstreaks += 1; this.enabled = false; } }
void DeductHealth(int healthChange) { enemyHealth -= healthChange; if (enemyHealth <= 0) { enemyHealth = 0; enemyMaster.CallEventEnemyDie(); Destroy(gameObject, Random.Range(10, 20)); } CheckHealthFraction(); }
void DeductHealth(int healthChange) { int index1 = Random.Range(0, golemHealth.Length); AudioSource.PlayClipAtPoint(golemHealth[index1], myTransform.position); enemyHealth -= healthChange; if (enemyHealth <= 0) { enemyHealth = 0; int index2 = Random.Range(0, golemDie.Length); AudioSource.PlayClipAtPoint(golemDie[index2], myTransform.position); enemyMaster.CallEventEnemyDie(); Destroy(gameObject, Random.Range(3, 4)); } }