Esempio n. 1
0
    ////////////////////////////////////////////////////////////

    public void Damage(int damage, float knockback)
    {
        if (ableToBeDamaged == true)
        {
            animator.Play("Hit_001");

            //ableToBeDamaged = false;
            health -= damage;

            if (health <= 0)
            {
                head.GetComponent <AudioSource>().clip = deathSoundList.GetRandomSound();
                head.GetComponent <AudioSource>().Play();
                psBlood.Play();
                scriptEnabled = false;

                if (Random.Range(0, 100) <= 1)
                {
                    GameObject.Find("GameManager").GetComponent <GameManager>().SpawnHealthItem(transform.position);
                }
            }
            else
            {
                GetComponent <Rigidbody>().AddForce(-transform.forward * knockback, ForceMode.Impulse);
                //GetComponent<Rigidbody>().AddForce( transform.up * knockback / 2.0f, ForceMode.Impulse );

                StartCoroutine(damageShield());
            }
        }
    }
Esempio n. 2
0
    ////////////////////////////////////////////////////////////

    ////////////////////////////////////////////////////////////
    //
    //                  SHOOT FUNCTIONS
    //
    ////////////////////////////////////////////////////////////

    public void ShootBullet(int _index)
    {
        //////////////////////////////
        // MAKE BULLET READY
        //////////////////////////////

        Vector3 pos    = Vector3.forward * 2;
        Vector3 newPos = transform.TransformPoint(pos);

        //////////////////////////////
        // SHOOT BULLET
        //////////////////////////////

        GameObject bullet = Instantiate(projectiles[_index], codingTrash);

        bullet.transform.position = newPos;
        bullet.transform.rotation = Quaternion.LookRotation(player.transform.position - transform.position);
        bullet.GetComponent <Basic_Enemy_Musketball>().Activate();
        audioSource.clip = shootSoundList.GetRandomSound();
        audioSource.Play();
    }