public void ApplyDamage(float damage)
    {
        health -= damage;

        if (health_UI != null)
        {
            health_UI.fillAmount = health / 100f;
        }

        if (health <= 0)
        {
            soundFX.Die();
            GetComponent <Animator>().enabled = false;

            StartCoroutine(AllowRotate());
            if (isPlayer)
            {
                GetComponent <KnightController>().enabled = false;
                Camera.main.transform.SetParent(null);
                GameObject.FindGameObjectWithTag(Tags.ENEMY_TAG).
                GetComponent <EnemyController>().enabled = false;
                GameObject.FindGameObjectWithTag(Tags.ENEMY_TAG).
                GetComponent <NavMeshAgent>().enabled = false;
                GameObject.FindGameObjectWithTag(Tags.ENEMY_TAG).
                GetComponent <Animator>().SetInteger(parameterAnim.condition, 0);
            }
            else
            {
                GetComponent <EnemyController>().enabled = false;
                GetComponent <NavMeshAgent>().enabled    = false;
            }
        }
    }
Esempio n. 2
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    public void ApplyDamage(float damage)
    {
        if (ShieldActivated)
        {
            return;
        }

        health -= damage;

        if (healthUI != null)
        {
            healthUI.fillAmount = health / 100f;
        }

        if (health <= 0)
        {
            soundFX.Die();
            StartCoroutine(AllowRotate());
            GetComponent <Animator>().enabled = false;
            if (isPlayer)
            {
                GetComponent <PlayeAttackInput>().enabled = false;
                GetComponent <PlayerMove>().enabled       = false;
                Camera.main.transform.SetParent(null);
                GameObject.FindGameObjectWithTag("Enemy").GetComponent <EnemyCOntroller>().enabled = false;
            }
            else
            {
                GetComponent <EnemyCOntroller>().enabled = false;
                GetComponent <NavMeshAgent>().enabled    = false;
            }
        }
    }
Esempio n. 3
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    public void ApplyDamage(float damage)
    {
        if (shieldActivated)
        {
            comboSoundCounter = 0;
            health           -= 1;
            soundFX.Block();
        }
        else
        {
            comboSoundCounter++;
            health -= damage;
            soundFX.Hurt();
            if (comboSoundCounter >= 3)
            {
                StartCoroutine(ComboNoiseFunction());
            }
        }


        if (health_UI != null)
        {
            health_UI.fillAmount = health / 100f;
        }

        if (health <= 0)
        {
            Scene  currentScene = SceneManager.GetActiveScene();
            string sceneName    = currentScene.name;
            soundFX.Die();

            GetComponent <Animator>().enabled = false;

            //print("the character died");
            StartCoroutine(AllowRotate());

            if (isPlayer)
            {
                GetComponent <PlayerMove>().enabled        = false;
                GetComponent <PlayerAttackInput>().enabled = false;

                //the player is not the parent game object
                //for the camera anymore
                Camera.main.transform.SetParent(null);

                if (sceneName == "gameplay")
                {
                    GameObject.FindGameObjectWithTag(Tags.ENEMY_TAG)
                    .GetComponent <EnemyController>().enabled = false;
                }
            }
            else
            {
                GetComponent <EnemyController>().enabled = false;
                GetComponent <NavMeshAgent>().enabled    = false;
            }
        }
    }//apply damage
Esempio n. 4
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        public void ApplyDamage(float damage)
        {
            if (shieldActived)
            {
                return;
            }
            health -= damage;
            if (healthBar != null)
            {
                healthBar.fillAmount = health / 100f;
            }
            if (health <= 0)
            {
                GetComponent <Animator>().enabled = false;
                soundFX.Die();

                StartCoroutine(AllowRotate());


                if (isPlayer)
                {
                    if (GetComponent <PlayerMove>() != null && GetComponent <PlayerAttack>() != null)
                    {
                        GetComponent <PlayerMove>().enabled   = false;
                        GetComponent <PlayerAttack>().enabled = false;
                    }

                    Camera.main.transform.SetParent(null);


                    if (GameObject.FindGameObjectWithTag(Tags.ENEMY_TAG)
                        .GetComponent <EnemyController>() != null)
                    {
                        GameObject.FindGameObjectWithTag(Tags.ENEMY_TAG)
                        .GetComponent <EnemyController>().enabled = false;
                    }
                    GameManager.Instance.Lose();
                }
                else
                {
                    GetComponent <EnemyController>().enabled = false;
                    GetComponent <NavMeshAgent>().enabled    = false;
                    GameManager.Instance.Win(10);
                }
            }
        }
Esempio n. 5
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    public void applyDamage(float damage)
    {
        if (shieldActivated)
        {
            return;
        }


        health -= damage;

        if (health_UI != null)
        {
            health_UI.fillAmount = health / 100f;    // we divide over 100 cause the range of health is between 0 and 1
        }


        if (health <= 0)
        {
            soundFX.Die();

            GetComponent <Animator>().enabled = false;
            print("He Died"); // Print in Console
            StartCoroutine(AllowRotate());
            if (isPlayer)
            {
                GetComponent <Playermove>().enabled        = false;
                GetComponent <PlayerAttackInput>().enabled = false;
                // when he died camera will follow him cause it's a chiled of warior so i set it to null
                // when player die it should make the camera stop following the player (error) and the enemy stop attacking (working)
                Camera.main.transform.SetParent(null);
                GameObject.FindWithTag(Tags.ENEMY_TAG).GetComponent <EnemyController>().enabled = false;
                SceneManager.LoadScene("GameOver");
            }
            else
            {
                GetComponent <EnemyController>().enabled = false;
                GetComponent <NavMeshAgent>().enabled    = false; // we must write using UnityEngine.AI;
                SceneManager.LoadScene("YouWin");
            }
        }
    }
Esempio n. 6
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    public void ApplyDamage(float damage)
    {
        if (shieldActivated)
        {
            return;
        }

        health -= damage;

        if (health_UI != null)
        {
            health_UI.fillAmount = health / 100f;
        }

        if (health <= 0)
        {
            soundFX.Die();

            GetComponent <Animator>().enabled = false;

            StartCoroutine(AllowRotate()); //Starts death animation

            if (isPlayer)
            {
                GetComponent <PlayerMovement>().enabled    = false;
                GetComponent <PlayerAttackInput>().enabled = false;

                //Camera.main.transform.SetParent(null); //To prevent unnecessary rotation

                GameObject.FindGameObjectWithTag(Tags.ENEMY_TAG)
                .GetComponent <EnemyController>().enabled = false;
                GameObject.FindGameObjectWithTag(Tags.ENEMY_TAG)
                .GetComponent <NavMeshAgent>().enabled = false;
            }
            else
            {
                GetComponent <EnemyController>().enabled = false;
                GetComponent <NavMeshAgent>().enabled    = false;
            }
        }
    } //apply damage
Esempio n. 7
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    public void ApplyDamage(float damage)
    {
        if (shieldActivated)
        {
            return;
        }

        health -= damage;

        if (health_UI != null)
        {
            health_UI.fillAmount = health / 100f;
        }

        if (health <= 0)
        {
            soundFX.Die();

            GetComponent <Animator>().enabled = false;
            StartCoroutine(AllowRotate());

            if (isPlayer)
            {
                GetComponent <PlayerMove>().enabled        = false;
                GetComponent <PlayerAttackInput>().enabled = false;

                Camera.main.transform.SetParent(null);

                GameObject.FindGameObjectWithTag(Tags.ENEMY_TAG)
                .GetComponent <EnemyController>().enabled = false;
                LevelControlScript.instance.youLose();
            }
            else
            {
                GetComponent <EnemyController>().enabled = false;
                GetComponent <NavMeshAgent>().enabled    = false;
                LevelControlScript.instance.youWin();
            }
        }
    }