public void DealDamage(int damage) { zombie_Animation.Hurt(); zombiehealth -= damage; if (zombiehealth <= 0) { zombie_Alive = false; zombie_Animation.Dead(); StartCoroutine(DeactivateZombie()); } }
void OnTriggerEnter2D(Collider2D collision) { if (collision.CompareTag(TagManager.PLAYER_HEALTH_TAG) || collision.CompareTag(TagManager.PLAYER_TAG) || collision.CompareTag(TagManager.FENCE_TAG)) { canAttack = true; } if (collision.CompareTag(TagManager.BULLET_TAG) || collision.CompareTag(TagManager.ROCKET_MISSILE_TAG)) { anim.Hurt(); health -= collision.GetComponent <BulletController>().damage; if (collision.CompareTag(TagManager.ROCKET_MISSILE_TAG)) { collision.GetComponent <BulletController>().ExplosionFX(); } if (health <= 0) { alive = false; anim.Dead(); StartCoroutine(DeactivateZombie()); } collision.gameObject.SetActive(false); } if (collision.CompareTag(TagManager.FIRE_BULLET_TAG)) { anim.Hurt(); health -= fireDamage; if (health <= 0) { alive = false; anim.Dead(); StartCoroutine(DeactivateZombie()); } } }