private void DamageEnemy() { if (lives > 0) { lives--; } if (lives <= 0) { SpawnManagerBehavior spawnManager = GameObject.FindGameObjectWithTag("SpawnManager").GetComponent <SpawnManagerBehavior>(); spawnManager.UpdateDestroyedEnemies(); Instantiate(_death, this.transform.position, Quaternion.identity); Destroy(this.gameObject); } }
public void DamagePlayer() { if (!_shieldEnabled) { if (_lives > 0) {//if the player has more than 0 lives, play the damaged noise and subtract a life AudioSource.PlayClipAtPoint(_damagedSound, new Vector3(0, 0, -10)); _lives--; uim.UpdateLives(_lives); } if (_lives == 0) {//if lives are 0, destroy player game object and play the player death noise uim.UpdateLives(_lives); AudioSource.PlayClipAtPoint(_playerDeath, new Vector3(0, 0, -10)); SpawnManagerBehavior sm = GameObject.Find("SpawnManager").GetComponent <SpawnManagerBehavior>(); sm.EndGame(); this.gameObject.SetActive(false); } } }
private void DamageEnemy() { if (_lives > 0) { _lives--; } if (_lives <= 0) { SpawnManagerBehavior spawnManager = GameObject.FindGameObjectWithTag("SpawnManager").GetComponent <SpawnManagerBehavior>(); spawnManager.UpdateDestroyedEnemies(); Instantiate(_death, this.transform.position, Quaternion.identity); Instantiate(_death, this.transform.position + new Vector3(-.5f, .5f, 0), Quaternion.identity); Instantiate(_death, this.transform.position + new Vector3(.5f, -.5f, 0), Quaternion.identity); Instantiate(_death, this.transform.position + new Vector3(-.5f, -.5f, 0), Quaternion.identity); Instantiate(_death, this.transform.position + new Vector3(.5f, .5f, 0), Quaternion.identity); SpawnManagerBehavior sm = GameObject.Find("SpawnManager").GetComponent <SpawnManagerBehavior>(); sm.NextLevel(); Destroy(this.gameObject); } }