public static void TriggerPlayerDeath() { PlayerLives.RemoveLife(); if (OnPlayerDeath != null) { OnPlayerDeath(); } }
/// <summary> /// Detects if we are in a trap or not /// </summary> /// <param name="other">The colliding object</param> void OnCollisionEnter2D(Collision2D other) { // If we are colliding with a trap object... if (other.gameObject.CompareTag("BlackHole")) { // We want to splat the player on the ground and respawn them StartCoroutine(Die()); // Pop a life out of the animtaion playerLives_UI.RemoveLife(); } }
// Update is called once per frame void Update() { healthText.text = currentHealth.ToString() + " %"; if (lives.lifeCounter > 0 && currentHealth <= 0) // if the amount of lives is more than 0 and current health has hit 0 then ... { pc.transform.position = pc.respawnPoint; // respawning the player back to the last checkpoint currentHealth = maxHealth; // updating the current health + text healthBar.value = maxHealth; // updating the slider's health value lives.RemoveLife(); } //if (currentHealth <= 0) // if the current health is less or equal to 0 //{ // // if(PlayerLives.lifeCounter > 0) // // { // // } // // else if (PlayerLives.lifeCounter == 0) // anim.SetBool("isDead", true); // plays the dead animation // deadUI.gameObject.SetActive(true); // show the dead menu // PlayerAudio.PlayOneShot(playerDied); // play the audio clip for player dying // GetComponent<PlayerController>().enabled = false; // stops the player movement // //GameObject<rangerController>().enabled = false; // stop the ranger from staying active when player is dead // GameObject.Find("Archer Enemy").GetComponent<rangerController>().enabled = false; // attempt to stop the ranger from staying active // GameObject.Find("Archer Enemy 2").GetComponent<rangerController>().enabled = false; // GameObject.Find("Archer Enemy 3").GetComponent<rangerController>().enabled = false; // GameObject.Find("Archer Enemy 4").GetComponent<rangerController>().enabled = false; //} }