public void ApplyDamageSprite(Player.DamageType damageType) { Sprite spriteToUse = null; var audio = GetComponent <AudioSource>(); switch (damageType) { case DamageType.Slicing: spriteToUse = detachedSprite; spriteToUse = burnedSprite; if (audio) { audio.PlayOneShot(this.bangSound); } particles.Play(); break; case DamageType.Burning: spriteToUse = burnedSprite; if (audio) { audio.PlayOneShot(this.bangSound); } particles.Play(); break; default: break; } if (spriteToUse != null) { GetComponent <SpriteRenderer>().sprite = spriteToUse; } }
//Kills the gnome. void KillGnome(Player.DamageType damageType) { //If we have an audio source, play "gnome died" //sound. var audio = GetComponent <AudioSource>(); if (audio) { audio.PlayOneShot(this.gnomeDiedSound); } //Show the damage effect. player.ShowDamageEffect(damageType); //If we're not invincible, reset the game and make //the gnome not be the current player. if (gnomeInvincible == false) { //Tell the gnome that it died. player.DestroyGnome(damageType); //Remove the Gnome. RemoveGnome(); //Reset the game. StartCoroutine(ResetAfterDelay()); } }
//Swaps out the sprite for this part based on what kind of //damage was received. public void ApplyDamageSprite(Player.DamageType damageType) { Sprite spriteToUse = null; switch (damageType) { case Player.DamageType.Burning: spriteToUse = burnedSprite; break; case Player.DamageType.Slicing: spriteToUse = detachedSprite; break; } if (spriteToUse != null) { GetComponent <SpriteRenderer>().sprite = spriteToUse; } }
//убивает игрока public void KillPlayer(Player.DamageType damageType) { // Если задан источник звука, проиграть звук "гибель игрока" var audio = GetComponent <AudioSource>(); if (audio) { audio.PlayOneShot(this.playerDiedSound); } // Показать эффект действия ловушки currentPlayer.ShowDamageEffect(damageType); // Если гномик уязвим, сбросить игру // и исключить гномика из игры. if (playerInvincible == false) { // Сообщить игроку, что он погиб currentPlayer.DestroyPlayer(damageType); // Удалить игрока RemovePlayer(); // Сбросить игру //StartCoroutine(ResetAfterDelay()); StartCoroutine(TheEnd()); } }