// override the damage function in Health public override void Damage(int damageAmount) { base.Damage(damageAmount); // decrement damage from the current health currDemonHealth.value -= damageAmount; // demon hit demonHit.Raise(); // update the hearts updateHearts.Raise(); if (currHealth > 0) { if (flash) { flash.Flash(); } } else if (currHealth == 0) { isDemonDead = !isDemonDead; StartCoroutine(DemonDeathCoroutine()); demonState.ChangeState(GeneralState.dead); hurtboxCollider.enabled = false; } }
public override void OnDamage() { base.OnDamage(); if (flasher) { flasher.Flash(); } }
public override void OnProjectileHit(Projectile p) { Destroy(p.gameObject); curHP -= 1; if (curHP <= 0) { Kill(); } else { damageFX.Flash(); } }
public void TakeDamage(float amt) { health -= amt; DamageFlash.Flash(); AudioSource.PlayClipAtPoint(hurtClip, transform.position); if (health <= 0) { // TODO: Death animation? PlayerPrefs.SetInt("Victory", 0); Application.LoadLevel("gameOver"); } }
public void OnProjectileHit(Projectile p) { Destroy(p.gameObject); hp -= 1; if (hp <= 0) { GameObject go = Instantiate(deathFXPrefab) as GameObject; go.transform.position = transform.position; Destroy(gameObject); } else { damageFX.Flash(); } }