public void SwitchProperties(bool facingR, float hp, bool ded) { HP = hp; dead = ded; //print ("sw "+dead); aliveCount = 0; //eDamage.bodyBlood = body.transform.Find("bodyBlood").GetComponent<ParticleSystem>(); if (facingR) { Flip(); } eDamage.enemyCS = this; //check if C4 is gone Enemy_Soldier enemycs = soldier.GetComponent <Enemy_Soldier>(); //print (equipped+" "+enemycs.equipped); if (equipped != enemycs.equipped) { body.Find("c4").gameObject.SetActive(false); equipped = Equipped.NOTHING; } //if(!enemycs.facingRight){ //Flip (); //} }
private void MakeEnemy(Vector2 pos) { //int enemyIndex = Random.Range(0, enemies.Length); GameObject go = (GameObject)Instantiate(enemies[0], pos, transform.rotation); Enemy_Soldier esCS = go.GetComponent <Enemy_Soldier>(); if (flip) { esCS.Flip(); } esCS.paratrooperMode = paratrooperMode; esCS.openChuteDelay = openChuteDelay; esCS.equipped = equipped; esCS.moveSpeed = speed; esCS.snipeWalk = sniperWalkToggle; //Level.instance.makeTeleFlash(pos); //if replenishing spawncount from the dead add that shit functionality to the enemy if (respawnDead) { var rfs = go.AddComponent <RemoveFromSpawner>(); rfs.spawner = this; } }
public void LateAwake() { Enemy_Soldier enemycs = soldier.GetComponent <Enemy_Soldier>(); equipped = enemycs.equipped; if (equipped == Enemy_Soldier.Equipped.C4) { body.Find("c4").gameObject.SetActive(true); } else if (equipped == Enemy_Soldier.Equipped.SHIELD) { body.Find("shield").gameObject.SetActive(true); } }
public override void Death() { base.Death(); // Increase the bodycount //Level.instance.addBodyCount(gameObject); // Play a random audioclip from the deathClips array. int i = Random.Range(0, deathFX.Length); AudioSource.PlayClipAtPoint(deathFX[i], transform.position); if (!headLess) { var h = transform.Find("head Transform").Find("head"); Destroy(h.GetComponent <Animator>()); h.GetComponent <SpriteRenderer>().sprite = Soldier_Sprites.S.getHead(2); Destroy(transform.Find("head Transform").GetComponent <Enemy_Ragdoll_DamageCollider>()); } Destroy(body.GetComponent <Enemy_Ragdoll_DamageCollider>()); if (equipped == Equipped.C4) { body.Find("c4").GetComponent <Explosive>().xMode = Explosive.XplodeMode.DEADENEMY; //gameObject.layer = LayerMask.NameToLayer("Bodies"); } // makeLessHeavy(); //body.rigidbody2D.AddForce(vel); aliveSwitch = float.MaxValue; if (eDamage.scoreDeath) { Level.instance.score.UpdateScore(100, new Vector3(body.position.x, body.position.y + 8f)); } Enemy_Soldier es = soldier.GetComponent <Enemy_Soldier>(); Level.instance.enemies.Remove(es); // ragdoll CS (this) is removed from enemies List in unHittable //StartCoroutine(makeUnHittable()); if (grabbed) { Level.instance.StopPlayerGrab(); } Destroy(soldier); }