public void Damage() { durability--; //Subtract one point from durability on hit //If durability is zero, play animation if it exists, drop cash, and destroy object if (durability <= 0) { if (breakAnimator != null) //Do this if animator exists { if (breakSound != null) { AudioSource.PlayClipAtPoint(breakSound, transform.position); } if (dropCash) //Drop cash if true { money.At(new Vector3(transform.position.x, transform.position.y - 2, transform.position.z), Random.Range((int)(1 * Multiplier.moneyDrop), (int)(5 * Multiplier.moneyDrop))); } breakAnimator.Play("Bin_Opening"); gameObject.GetComponent <Collider2D>().enabled = false; dropCash = false; } else //Do this if there is no animator to play { if (dropCash) //Drop cash if true { money.At(transform.position, Random.Range((int)(1 * Multiplier.moneyDrop), (int)(5 * Multiplier.moneyDrop))); } Destroy(gameObject); } } }
virtual public void Hurt(float damage) { State = EnemyState.ATTACK; health -= damage; if (health <= 0) { money.At(transform.position, Random.Range((int)(1 * Multiplier.moneyDrop), (int)(6 * Multiplier.moneyDrop))); HYPECounter.incrementHype(true); //Increment HYPE on kill Destroy(gameObject); } }
void OnTriggerEnter2D(Collider2D hit) { if (hit.gameObject.tag == "Player") { AudioSource.PlayClipAtPoint(kaChing, transform.position); try { Vector3 vaultLoc = trainSpawn.GetComponent <trainSpawner>().headVault(); int repeat = (int)Random.Range(30 * Multiplier.safeDrop, 60 * Multiplier.safeDrop); //spawn coins between 30 and 60 while (repeat > 0) { money.At(vaultLoc, 1); repeat--; } money.At(vaultLoc, 25); //play open safe animation } catch { Debug.Log("No vault in current car"); } Destroy(gameObject); } }
virtual public void Hurt(float damage) { if (State == DinoState.IDLE) { State = DinoState.ATTACK; } health -= damage; if (health <= 0) { money.At(transform.position, Random.Range((int)(10 * Multiplier.moneyDrop), (int)(50 * Multiplier.moneyDrop))); HYPECounter.incrementHype(true); //Increment HYPE twice for big kill HYPECounter.incrementHype(true); Destroy(gameObject); } }