void AC_Died(AttributesComponent obj) { EC.RemoveWeapons(); AudioManager.PlaySoundEffect(DyingSound); var deaded = DyingComponent.CreateDyingEntity(this.Parent, DyingSprite, DyingDuration); if (!CorvusGame.Instance.SceneManager.ActiveScene.Name.Contains("Arena")) //TODO: Better remember to change this if we need to. { deaded.GetComponent <DyingComponent>().OnDyingAnimationFinished += PlayerControlComponent_OnDyingAnimationFinished; } obj.Parent.Dispose(); }
void AC_Died(AttributesComponent obj) { //Drop coins int c = CoinsValue; int gold = (c < 5) ? 0 : c /= 5; int silver = (c < 3) ? 0 : c /= 3; int bronze = c; for (int i = 0; i < gold; i++) { GenerateCoinEntity("Coin_Gold", 2f - ((float)i) / 10); } for (int i = 0; i < silver; i++) { GenerateCoinEntity("Coin_Silver", 1.5f - ((float)i) / 10); } for (int i = 0; i < bronze; i++) { GenerateCoinEntity("Coin_Bronze", 1f - ((float)i) / 10); } AudioManager.PlaySoundEffect("CoinDrop"); //Give exp. //CorvBase.Instance.Players foreach (var p in CorvBase.Instance.Players) { var pcp = p.Character.GetComponent <PlayerControlComponent>(); pcp.CurrentExperience += AwardedExperience; } //play sound AudioManager.PlaySoundEffect(DyingSound); var deaded = DyingComponent.CreateDyingEntity(this.Parent, DyingSprite, DyingDuration); deaded.GetComponent <DyingComponent>().OnDyingAnimationFinished += DestroyableObjectComponent_OnDyingAnimationFinished; obj.Parent.Dispose(); }