private void DamageBase() { // Decrease player health playerHealth.DecreasePlayerHealth(); // Destroy enemy and play friendly explosion enemyDamage.DestroyEnemy(this.gameObject, friendlyDeath); }
IEnumerator FollowPath(List <Waypoint> path) { var pathLength = path.Count; var iteration = 0; foreach (Waypoint block in path) { iteration += 1; if (iteration == pathLength) { transform.position = block.transform.position; GetComponent <AudioSource>().PlayOneShot(baseDamageSFX); yield return(new WaitForSeconds(1f)); friendlyBase.DamageBase(); enemyDamage.DestroyEnemy(); healthDisplay.UpdateHealth(); } else { transform.position = block.transform.position; yield return(new WaitForSeconds(1f)); } } }
private void Laser() { //slow targetEnemy.SlowEnemy(slowPercent); //damage //TODO Change the DMG targetEnemyForDMG.health = targetEnemyForDMG.health * (1f - 0.2f * damageOverTime * Time.deltaTime); print(targetEnemyForDMG.health + "health"); print(damageOverTime * Time.deltaTime); if (targetEnemyForDMG.health <= 0) { targetEnemyForDMG.DestroyEnemy(); } //graphics if (!lineRenderer.enabled) { lineRenderer.enabled = true; impactEffect.Play(); impactLight.enabled = true; } Vector3 dirFromEnemyToTower = firePoint.transform.position - target.position; impactEffect.transform.position = target.position + dirFromEnemyToTower.normalized * 0.5f; impactEffect.transform.rotation = Quaternion.LookRotation(dirFromEnemyToTower); //seting the fire point lineRenderer.SetPosition(0, firePoint.transform.position); //setting the target lineRenderer.SetPosition(1, target.position); }