コード例 #1
0
    public void Damage()
    {
        // if sheilds is active
        if (_powerUpShields == true)
        // do nothing
        {
            _powerUpShields = false;
            this.gameObject.transform.GetChild(0).gameObject.SetActive(false);
            Debug.Log("<color=red>SHEILDS ARE DOWN..!!!</color>");
            return;
            // kill shields
        }

        else

        {
            _healthPointsPlayer -= _enemyImpactDamage;
        }

        if (_healthPointsPlayer == 2)
        {
            this.gameObject.transform.GetChild(2).gameObject.SetActive(true);
            //if lives is 2 enable right engine
        }

        if (_healthPointsPlayer == 1)
        {
            this.gameObject.transform.GetChild(3).gameObject.SetActive(true);
            // else if lives is 1, enable left engine.
        }

        _uiManager.UpdateLives(_healthPointsPlayer);

        if (_healthPointsPlayer <= 0)
        {
            //communicate with Spawn Manager
            _spawnManager.OnPlayerDeath();
            //this.gameObject.transform.GetChild(2).gameObject.SetActive(false);
            Debug.Log("<color=red>Player has been destroyed..!!!</color>");
            _singleShotAudioSource.PlayOneShot(_explosionAudio, 0.7F);
            //_uiManager.ActivateGameOverScreen(true);
            //_gameOverScreen.SetActive(true);
            //.transform.GetChild(0).gameObject.SetActive(true);
            GameObject newExplosion = Instantiate(_explosionPrefab, this.gameObject.transform.position, Quaternion.identity);

            Destroy(this.gameObject);
        }

        Debug.Log("Player Hitpoints: " + _healthPointsPlayer);
    }
コード例 #2
0
    public void Damage()
    {
        if (_isShieldActive == true)
        {
            _isShieldActive = false;
            _shieldVisualizer.SetActive(false);
            return;
        }
        _lives--;

        _uiManager.UpdateLives(_lives);

        if (_lives < 1)
        {
            _spawnManager.OnPlayerDeath();
            Destroy(this.gameObject);
        }
    }