//--------------------------------------------------------------Everything below this line is for damage Systems----------------------------------------------------------------------\\ public void GetDamaged(int damage) { PlaySFX(SFXStates.Damage); whatGotDamaged = WhatGotDamaged.MainBody; if (isShieldGeneratorDestroyed != false) { bossHealth = bossHealth - damage; StartCoroutine(HitFlash()); } else { StartCoroutine(HitFlash()); } Debug.Log("Body damage"); }
public void DamageShield(int damage) { PlaySFX(SFXStates.Damage); whatGotDamaged = WhatGotDamaged.ShieldGenerator; if (shieldHealth <= 0) { isShieldGeneratorDestroyed = true; Instantiate(explosionParticles, shieldGenerator.transform.position, shieldGenerator.transform.rotation); PlaySFX(SFXStates.SubExplosion); Destroy(shieldGenerator); } else { StartCoroutine(HitFlash()); shieldHealth = shieldHealth - damage; } Debug.Log("shield damage"); }
public void DamageCannon(int damage) { PlaySFX(SFXStates.Damage); whatGotDamaged = WhatGotDamaged.Cannon; if (cannonHealth < 0) { Instantiate(explosionParticles, turretBase.transform.position, turretBase.transform.rotation); turretBase.SetActive(false); turretHead.SetActive(false); PlaySFX(SFXStates.SubExplosion); isTurretDestroyed = true; } else { if (isShieldGeneratorDestroyed != false) { cannonHealth = cannonHealth - damage; } StartCoroutine(HitFlash()); } Debug.Log("turret damage"); }