void Die() { Debug.Log("enemy die!"); InjuredSmoke.Stop(); Explode.SetActive(true); Explode.transform.parent = null; AliveObj.SetActive(false); DeadObj.SetActive(true); EnemyCollider.enabled = false; Destroy(Explode, 1f); HealthBarObj.SetActive(false); if (TurretShootingScript) { TurretShootingScript.DisableShooting(); } //--if the go we're replacing this with has an rb, pass the vector if (DeadObj.GetComponent <Rigidbody2D>()) { Vector2 vel = rb.velocity; // Debug.Log("killed enemy has rb. Give it a velocity of "+vel); DeadObj.GetComponent <Rigidbody2D>().velocity = vel; } //--EnemyDamageController if (EnemyRagdoll) { Debug.Log("kill chicken on " + transform.name); EnemyRagdoll.Die(); } }
public void Die() { Debug.Log("chicken die!"); Explode.SetActive(true); Explode.transform.parent = null; health = 0; Collider.enabled = false; ShootingScript.DisableShooting(); Debug.Log("shootingscript = " + ShootingScript.isActive); Bounds.SetActive(false); if (health == 0) { //--check if this isn't being killed by ramming SwitchToRigidbodyScript.SwitchAndPush(new Vector2(1, 0.2f)); } if (ShootingScript) { ShootingScript.DisableShooting(); } }