Esempio n. 1
0
 public void ReceiveHit(bool throughFeet)
 {
     if (invuln != null && !invuln.IsInvulnerable())
     {
         AudioManager.GetInstance().PlayEffect(Sfx.ENEMY_HIT);
         if (deathType == DeathType.SLIME || deathType == DeathType.DIVIDE)
         {
             if (hits > 0)
             {
                 var enemyComponent = GetComponent <Enemy>();
                 SpawnChildren(enemyComponent);
             }
             else
             {
                 KillEnemy(throughFeet);
             }
         }
         else
         {
             hits--;
             if (hits <= 0)
             {
                 KillEnemy(throughFeet);
             }
             else
             {
                 invuln.SetInvulnerable(GameplayValues.GetEnemyInvulnerableTime());
             }
         }
     }
 }
Esempio n. 2
0
    // Specific death that creates smaller children with 1 hit point less.
    private void SpawnChildren(Enemy enemyComponent)
    {
        MarkAsDead();

        var pos         = enemyComponent != null? enemyComponent.initialPosition : gameObject.transform.position;
        var firstChild  = Instantiate(gameObject, new Vector2(pos.x - 0.23f, pos.y - 0.07f), gameObject.transform.rotation);
        var secondChild = Instantiate(gameObject, new Vector2(pos.x + 0.23f, pos.y - 0.07f), gameObject.transform.rotation);

        // Make them smaller.
        var theScale = firstChild.transform.localScale;

        firstChild.transform.localScale = new Vector3(theScale.x * 0.75f, theScale.y * 0.75f, theScale.z);
        theScale = secondChild.transform.localScale;
        secondChild.transform.localScale = new Vector3(theScale.x * 0.75f, theScale.y * 0.75f, theScale.z);
        gameObject.SetActive(false);

        // Make the children invulnerable.
        firstChild.GetComponent <EnemyInvulnerability>().SetInvulnerable(GameplayValues.GetEnemyInvulnerableTime());
        secondChild.GetComponent <EnemyInvulnerability>().SetInvulnerable(GameplayValues.GetEnemyInvulnerableTime());

        // Give them the hitpoints.
        firstChild.GetComponent <PlayerHitReceiver>().hits  = hits - 1;
        secondChild.GetComponent <PlayerHitReceiver>().hits = hits - 1;
    }