Esempio n. 1
0
    void CheckHealth()
    {
        if (OldBossHP != BossHP)
        {
            OldBossHP = BossHP; BossCurrentHP = BossHP;
        }
        BossCurrentHP = EnemyHPScript.GetHP();
        switch (Fase)
        {
        case 1:
            if (BossCurrentHP < Switch1HP)
            {
                BossCurrentHP = Switch1HP;
                Fase++;
                AttackSpeed   = 0.65f;
                SoundSelector = 1;
                PlayerMusic.Stop();
                PlayerMusic.clip = BossThemes[SoundSelector];
                PlayerMusic.Play();
                Debug.Log("[BOSS] Fase 1 beaten.");
            }
            break;

        case 2:
            if (BossCurrentHP < Switch2HP)
            {
                BossCurrentHP = Switch2HP;
                Fase++;
                AttackSpeed   = 0.35f;
                SoundSelector = 2;
                PlayerMusic.Stop();
                PlayerMusic.clip = BossThemes[SoundSelector];
                PlayerMusic.Play();
                Debug.Log("[BOSS] Fase 2 beaten.");
            }
            break;

        case 3:
            if (BossCurrentHP <= 0)
            {
                Beaten        = true;
                BossCurrentHP = 0;
                Fase++;
                FadeOut = true;
                BossGUI.SetActive(false);

                PlayerMusic.Stop();
                SoundSelector = 4;
                AudioSource.PlayOneShot(BossFxs[SoundSelector], AudioVolume);
                Debug.Log("[BOSS] Fase 3 beaten.");
            }
            break;
        }

        Healthbar.fillAmount = BossCurrentHP / BossHP;
    }
Esempio n. 2
0
    private void DetectEnemyStatus()
    {
        if (currentEnemy)
        {
            EnemyHP enemyHp = currentEnemy.transform.parent.gameObject.GetComponent <EnemyHP>();
            int     hp      = enemyHp.GetHP();

            currentEnemyParent = currentEnemy.transform.parent.GetComponent <Enemy>();


            if (hp <= 0)
            {
                Disengage();
            }
        }
        else
        {
            if (isEngaged)
            {
                Disengage();
            }
        }
    }