/// <summary> /// Have the robot take damage, possibly killing it /// </summary> /// <param name="damageAmount">The amount of damage to apply</param> public void TakeDamage(short damageAmount) { health -= damageAmount; if (health < 1) { currentState = RobotState.Dying; //TODO: death animations?s GameManager.Instance.IncrementKillCount(); RobotManager.DecrementRobotCount(Index); gameObject.SetActive(false); FMODUnity.RuntimeManager.PlayOneShot(enemyDeathSound); } else { FMODUnity.RuntimeManager.PlayOneShot(enemyDamage); } }
/// <summary> /// Have the robot take damage, possibly killing it /// </summary> /// <param name="damageAmount">The amount of damage to apply</param> public void TakeDamage(short damageAmount) { health -= damageAmount; if (health < 1) { currentState = RobotState.Dying; //TODO: death animations? if (!GameManager.Instance.muteSFX) { audioSource.pitch = DEATH_PITCH; audioSource.PlayOneShot(deathSound, DEATH_VOLUME * GameManager.Instance.sfxVolume); } GameManager.Instance.IncrementKillCount(); RobotManager.DecrementRobotCount(Index); gameObject.SetActive(false); } }