}// void PlayerDead() { if (is_Cannibal) { enemy_Anim.Dead(); GetComponent <Animator>().enabled = false; GetComponent <BoxCollider>().isTrigger = false; //GetComponent<Rigidbody>().AddTorque(-transform.forward * 50f); enemy_Controller.enabled = false; navAgent.enabled = false; enemy_Anim.enabled = false; StartCoroutine(playDeadSound()); Score += 5; // print("Cannibal Dead"); //EnemyManager Spawn more Enemies EnemyManager.instance.EnmeyDied(true); } if (is_Boar) { navAgent.velocity = Vector3.zero; navAgent.isStopped = true; enemy_Controller.enabled = false; enemy_Anim.Dead(); Score += 2; StartCoroutine(playDeadSound()); //EnemyManager Spawn more Enemies EnemyManager.instance.EnmeyDied(false); } if (is_Player) { GameObject[] enemies = GameObject.FindGameObjectsWithTag(Tags.ENEMY_TAG); for (int i = 0; i < enemies.Length; i++) { enemies[i].GetComponent <EnemyController>().enabled = false; } GetComponent <PlayerMovement>().enabled = false; GetComponent <PlayerAttack>().enabled = false; GetComponent <WeaponManager>().GetCurrentWeapon().gameObject.SetActive(false); EnemyManager.instance.StopSpawning(); if (PlayerPrefs.GetInt("BestScore") > Score) { PlayerPrefs.SetInt("BestScore", Score); } Cursor.lockState = CursorLockMode.None; Cursor.visible = true; } if (tag == Tags.PLAYER_TAG) { Invoke("RestartGame", 5f); } else { Invoke("TurnOffGameObject", 5f); } }//
void TriggerDeath() { if (is_Wolf) { navAgent.velocity = Vector3.zero; navAgent.isStopped = true; enemy_Contrller.enabled = false; enemy_Anim.Dead(); } if (is_Player) { GameObject[] enemies = GameObject.FindGameObjectsWithTag(Tags.ENEMY_TAG); for (int i = 0; i < enemies.Length; i++) { enemies[i].GetComponent <EnemyController>().enabled = false; } GetComponent <PlayerMovement>().enabled = false; } if (tag == Tags.PLAYER_TAG) { Invoke("RestartGame", 3f); } else { Invoke("TurnOffGameObject", 20f); } }
void PlayerDied() { if (is_Cannibal) { GetComponent <Animator>().enabled = false; GetComponent <BoxCollider>().isTrigger = false; GetComponent <Rigidbody>().AddTorque(-transform.forward * 10f); // Death animation improvised enemy_Controller.enabled = false; navAgent.enabled = false; enemy_Anim.enabled = false; // StartCoroutine StartCoroutine(DeadSound()); // EnemyManager spawn more enemies EnemyManager.instance.EnemyDied(true); } else if (is_Boar) { navAgent.velocity = Vector3.zero; navAgent.isStopped = true; enemy_Controller.enabled = false; enemy_Anim.Dead(); // StartCoroutine StartCoroutine(DeadSound()); // EnemyManager spawn more enemies EnemyManager.instance.EnemyDied(false); } else if (is_Player) { GameObject[] enemies = GameObject.FindGameObjectsWithTag(Tags.ENEMY_TAG); for (int i = 0; i < enemies.Length; i++) { enemies[i].GetComponent <EnemyController>().enabled = false; } // call enemy manager to stop spawning enemies EnemyManager.instance.StopSpawning(); GetComponent <PlayerMovement>().enabled = false; GetComponent <PlayerAttack>().enabled = false; GetComponent <WeaponManager>().GetCurrentSelectedWeapon() .gameObject.SetActive(false); } if (tag == Tags.PLAYER_TAG) { Invoke("RestartGame", 3f); } else { Invoke("TurnOffGameObject", 3f); } }
private void PlayerDied() { //If player died if (enemyType == EnemyType.NONE) { //Player Dead sound + Game Over sound StartCoroutine("PlayerGameOverSound"); //Animate camera to die playerAnimator.StartDeadAnimation(); //Make the enemies ignore the died player. List <GameObject> enemies = LayerHelper.FindGameObjectInLayer(Tags.ENEMY_TAG); for (int i = 0; i < enemies.Count; i++) { EnemyController enemyCtrl = enemies[i].GetComponent <EnemyController>(); if (enemyCtrl != null) { enemyCtrl.enabled = false; } } //Call enemy manager to stop spawning enemies EnemyManager.instance.StopSpawning(); GetComponent <PlayerMovement>().enabled = false; GetComponent <PlayerAttack>().enabled = false; GetComponent <WeaponManager>().GetCurrentSelectedWeapon().gameObject.SetActive(false); } else //if enemy died { navMeshAgent.isStopped = true; navMeshAgent.velocity = Vector3.zero; enemyController.enabled = false; enemyAnimator.Dead(); //StartCoroutine StartCoroutine(EnemyDeadSound()); //Enemy Manager spawn more enemies EnemyManager.instance.EnemyDied(enemyType); } if (tag == Tags.PLAYER_TAG) { Invoke("RestartGame", 9f); } else { Invoke("TurnOffGameObject", timeBeforeDeadEnemyDisappear); } }
void PlayerDied() { //if it is the zombie if (is_Zombie) { //stop moving navAgent.velocity = Vector3.zero; navAgent.isStopped = true; enemy_Controller.enabled = false; //play the dead animation enemy_Anim.Dead(); //play enemy death sound StartCoroutine(DeadSound()); //deactivate the zombie after 10 seconds Invoke("TurnOffGameObject", 10f); //disable box collider. if we keep them, //we can keep shooting the area over the corpse and still have //the blood coming out. its a bug this.GetComponent <BoxCollider>().enabled = false; } //if it is the player if (is_Player) { //put the camera lower to mimic the player falling down transform.position = new Vector3(transform.position.x, transform.position.y - 0.9f, transform.position.z); GameObject[] enemies = GameObject.FindGameObjectsWithTag(Tags.ENEMY_TAG); //all the zombies stop moving for (int i = 0; i < enemies.Length; i++) { enemies[i].GetComponent <EnemyController>().enabled = false; } GetComponent <PlayerMovement>().enabled = false; GetComponent <PlayerAttack>().enabled = false; GetComponent <WeaponManager>().GetCurrentSelectedWeapon().gameObject.SetActive(false); //stop the timeScale Time.timeScale = 0f; //game music gets deactivated music.enabled = false; //game over ui gameOverScreen.SetActive(true); Cursor.visible = true; Cursor.lockState = CursorLockMode.None; //disable the pause game menu after the player died //otherwise we can press pause while the gameover ui is on // and have overlaping uis pauseMenuScript.GetComponent <PauseGame>().enabled = false; } }
private void PlayerDead() { if (isCannibal) { GetComponent <Animator>().enabled = false; GetComponent <BoxCollider>().isTrigger = false; GetComponent <Rigidbody>().AddTorque(-transform.forward * 5f); _enemyController.enabled = false; _navAgent.enabled = false; _enemyAnim.enabled = false; StartCoroutine(DeadSound()); EnemyManager.instance.EnemyDie(true); } if (isBoar) { _navAgent.velocity = Vector3.zero; _navAgent.isStopped = true; _enemyController.enabled = false; _enemyAnim.Dead(); StartCoroutine(DeadSound()); EnemyManager.instance.EnemyDie(true); } if (isPlayer) { GameObject[] enemies = GameObject.FindGameObjectsWithTag(Tags.ENEMY_TAG); for (int i = 0; i < enemies.Length; i++) { enemies[i].GetComponent <EnemyController>().enabled = false; } EnemyManager.instance.StopSpawning(); //stop spawning enemies GetComponent <PlayerMovement>().enabled = false; GetComponent <PlayerAttack>().enabled = false; GetComponent <WeaponManager>().GetCurrentSelectedWeapon().gameObject.SetActive(false); } if (tag == Tags.PLAYER_TAG) { Invoke("RestartGame", 3f); } else { Invoke("TurnOffGameobject", 3f); } }
public void Died() { if (isCannibal) { GetComponent <Animator>().enabled = false; GetComponent <BoxCollider>().isTrigger = false; GetComponent <Rigidbody>().AddTorque(-transform.forward * 20f); ec.enabled = false; navAgent.enabled = false; enemyAnim.enabled = false; StartCoroutine(DeadSound()); } else if (isBoar) { navAgent.velocity = Vector3.zero; navAgent.isStopped = true; ec.enabled = false; enemyAnim.Dead(); StartCoroutine(DeadSound()); } else if (isPlayer) { GameObject[] enemies = GameObject.FindGameObjectsWithTag(Tags.ENEMY_TAG); foreach (var enemy in enemies) { enemy.GetComponent <EnemyController>().enabled = false; } GetComponent <PlayerMovement>().enabled = false; GetComponent <PlayerAttack>().enabled = false; GetComponent <WeaponManager>().GetCurrentWeapon().gameObject.SetActive(false); } if (tag == Tags.PLAYER_TAG) { Invoke("RestartGame", 3); } else { Invoke("TurnOffGameObject", 3f); } }
} // apply damage void PlayerDied() { if (is_Boar) { navAgent.velocity = Vector3.zero; navAgent.isStopped = true; enemy_Controller.enabled = false; enemy_Anim.Dead(); // start Coroutine - delay function StartCoroutine(DeadSound()); // enemyManager spawn more enemies EnemyManager.instance.EnemyDied(true); } if (is_Player) { GameObject[] enemies = GameObject.FindGameObjectsWithTag(Tags.ENEMY_TAG); for (int i = 0; i < enemies.Length; i++) { enemies[i].GetComponent <EnemyController>().enabled = false; } // call enemy manager to stop spawning enemies; EnemyManager.instance.StopSpawning(); GetComponent <PlayerMovement>().enabled = false; GetComponent <PlayerAttack>().enabled = false; GetComponent <WeaponManager>().GetCurrentSelectedWeapon().gameObject.SetActive(false); } if (tag == Tags.PLAYER_TAG) { Invoke("RestartGame", 3f); } else { Invoke("TurnOffGameObject", 3f); } } // player die
private void Died() { if (isAnimal) { navMeshAgent.velocity = Vector3.zero; navMeshAgent.isStopped = true; enemyController.enabled = false; enemyAnimator.Dead(); StartCoroutine(DeadSound()); Invoke("TurnOffGameObject", 3f); EnemyManager.instance.EnemyDied(Enemies.Boar); } if (isPlayer) { playerStats.DisplayPoints(); GameObject[] enemies = GameObject.FindGameObjectsWithTag(Tags.ENEMY); foreach (var enemy in enemies) { enemy.GetComponent <EnemyController>().enabled = false; } GetComponent <PlayerMovement>().enabled = false; GetComponent <PlayerAttack>().enabled = false; if (GetComponent <WeaponManager>().GetCurrentWeapon() != null) { GetComponent <WeaponManager>().GetCurrentWeapon().gameObject.SetActive(false); } EnemyManager.instance.StopSpawning(); Invoke("RestartGame", 3f); } }
void Dead() { if (isBoar) { navAgent.velocity = Vector3.zero; //Stop enemy movement navAgent.isStopped = true; //Turn off nav agent enemyController.enabled = false; //Turn off enemy movement script enemyAnim.Dead(); //Play death animation //Start Coroutine StartCoroutine(DeathSound()); //Spawn more enemies //EnemyManager.instance.EnemyDied(true); //Spawn cannibal EnemyManager.instance.EnemyDied(false); //Spawn boar } if (isCannibal) { navAgent.velocity = Vector3.zero; //Stop enemy movement navAgent.isStopped = true; //Turn off nav agent enemyController.enabled = false; //Turn off enemy movement script enemyAnim.Dead(); //Play death animation //Start Coroutine StartCoroutine(DeathSound()); //Spawn more enemies EnemyManager.instance.EnemyDied(true); //Spawn cannibal //EnemyManager.instance.EnemyDied(false); //Spawn boar } if (isPlayer) { GameObject[] enemies = GameObject.FindGameObjectsWithTag("Enemy"); //Turn off enemies so they stop attacking dead player for (int i = 0; i < enemies.Length; i++) { enemies[i].GetComponent <EnemyController>().enabled = false; } //Stop spawning enemies EnemyManager.instance.StopSpawning(); GetComponent <PlayerMovement>().enabled = false; GetComponent <PlayerAttack>().enabled = false; GetComponent <WeaponManager>().GetCurrentWeapon().gameObject.SetActive(false); //Hide weapon when dead } if (tag == "Player") { Invoke("GameOver", 3f); //Player dies, restart game } else { Invoke("TurnOffGameObject", 10f); //Enemy dies, destroy GameObject } }
public void Dead() { enemyAnimator.Dead(); Invoke("DestroyEnemy", 2f); }
} // apply damage void PlayerDied() { if (is_Dragon) { navAgent.velocity = Vector3.zero; navAgent.isStopped = true; enemy_Controller.enabled = false; enemy_Anim.Dead(); //playing the dead animation StartCoroutine(DeadSound()); // EnemyManager spawn more enemies //EnemyManager.instance.EnemyDied(false); //if you dont have death animation use below code /*GetComponent<Animator>().enabled = false; * GetComponent<BoxCollider>().isTrigger = false; * GetComponent<Rigidbody>().AddTorque(-transform.forward * 5f); * * enemy_Controller.enabled = false; * navAgent.enabled = false; * enemy_Anim.enabled = false; * * StartCoroutine(DeadSound()); * * // EnemyManager spawn more enemies * EnemyManager.instance.EnemyDied(true); */ } if (is_Boar) { navAgent.velocity = Vector3.zero; navAgent.isStopped = true; enemy_Controller.enabled = false; enemy_Anim.Dead(); StartCoroutine(DeadSound()); // EnemyManager spawn more enemies //EnemyManager.instance.EnemyDied(false); } /* * if (is_Player) * { * * GameObject[] enemies = GameObject.FindGameObjectsWithTag(Tags.ENEMY_TAG); * * for (int i = 0; i < enemies.Length; i++) * { * enemies[i].GetComponent<EnemyController>().enabled = false; * } * * // call enemy manager to stop spawning enemies * EnemyManager.instance.StopSpawning(); * * GetComponent<PlayerMovement>().enabled = false; * GetComponent<PlayerAttack>().enabled = false; * GetComponent<WeaponManager>().GetCurrentSelectedWeapon().gameObject.SetActive(false); * * } */ if (tag == Tags.PLAYER_TAG) { Invoke("RestartGame", 3f); } else { Invoke("TurnOffGameObject", 3f); } } // player died
} // apply damage public void PlayerDied() { //if it is the cannibal that died, it just disappears, adds 1 to score Cannibals and total cannibals killed. if (is_Cannibal) { GetComponent <Animator>().enabled = false; GetComponent <BoxCollider>().isTrigger = false; GetComponent <Rigidbody>().AddTorque(-transform.forward * 5f); enemy_Controller.enabled = false; navAgent.enabled = false; enemy_Anim.enabled = false; ScoreScript.scoreValueCannibals += 1; ScoreScript.total_killed_cannibals += 1; StartCoroutine(DeadSound()); // EnemyManager spawn more enemies EnemyManager.instance.EnemyDied(true); if (is_Boss) { bossLevel += 1; } } //if it is the boar that died, it plays death animation and disappears, adds 1 to score boars and total boars killed. if (is_Boar) { navAgent.velocity = Vector3.zero; navAgent.isStopped = true; enemy_Controller.enabled = false; enemy_Anim.Dead(); ScoreScript.scoreValueBoars += 1; ScoreScript.total_killed_boars += 1; StartCoroutine(DeadSound()); // EnemyManager spawn more enemies EnemyManager.instance.EnemyDied(false); } if (is_Player) { GameObject[] enemies = GameObject.FindGameObjectsWithTag(Tags.ENEMY_TAG); for (int i = 0; i < enemies.Length; i++) { enemies[i].GetComponent <EnemyController>().enabled = false; } // call enemy manager to stop spawning enemis EnemyManager.instance.StopSpawning(); GetComponent <PlayerMovement>().enabled = false; GetComponent <PlayerAttack>().enabled = false; GetComponent <WeaponManager>().GetCurrentSelectedWeapon().gameObject.SetActive(false); } if (tag == Tags.PLAYER_TAG) { Invoke("RestartGame", 3f); } else { Invoke("TurnOffGameObject", 3f); } } // player died