// Update is called once per frame public void Hurt(int damage) { _health -= damage; Debug.Log(" health: " + _health); if (_health <= 0) { float timetakea = Time.realtimeSinceStartup; timetake = Mathf.Round(timetakea); GameObject gun = GameObject.Find("Main Camera"); float tiltAroundZ = Input.GetAxis("Horizontal") * 90; Quaternion target = Quaternion.Euler(0, 0, tiltAroundZ); gunfromcamera guun = gun.GetComponent <gunfromcamera>(); endtext.text = "YOU DIED!!! you last " + timetake + " seconds and killed " + kills + " ghosts."; soundSource.PlayOneShot(death); StartCoroutine(Die()); _health = 0; playermove status = GetComponent <playermove>(); wanderAI behavior = GetComponent <wanderAI>(); chargerAI behaviora = GetComponent <chargerAI>(); if (status != null) { status.SetAlivep(false); } if (behavior != null) { behavior.SetAlive(false); } if (behaviora != null) { behaviora.SetAlive(false); } } }
// Update is called once per frame void Update() { if (health <= 0) { Destroy(this.gameObject); gunfromcamera stat = GetComponent <gunfromcamera>(); stat.updated = false; } }
// public bool gotton = false; // Use this for initialization private void Start() { health = maxhealth; gunfromcamera stat = GetComponent <gunfromcamera>(); }
// Use this for initialization void Start() { _health = 20; // ammo = 50; gunfromcamera ammmo = GetComponent <gunfromcamera>(); }