public void HitSound(Damager damager, Damageable damageable) { Debug.Log("HIT"); //CrowdManager.instance.SetState(CrowdManager.STATES.CHEER, 1000); AudioManager.Instance.PlaySfx(CheerSounds[Random.Range(0, CheerSounds.Length)], "arena_ambience"); AudioManager.Instance.PlayRandomSfx3D("player_hit", ref audio); }
public void onTakeDamage(Damager damager, Damageable damageable) { CrowdManager.instance.SetState(CrowdManager.STATES.OOH, 1000); AudioManager.Instance.PlaySfx(BoohSounds[Random.Range(0, BoohSounds.Length)], "arena_ambience"); animator.SetInteger("life", damageable.CurrentHealth); animator.SetTrigger("hit"); }
public void TakeDamage(Damager damager, bool ignoreInvincible = false) { if ((m_Invulnerable && !ignoreInvincible) || m_CurrentHealth <= 0) { return; } //we can reach that point if the damager was one that was ignoring invincible state. //We still want the callback that we were hit, but not the damage to be removed from health. if (!m_Invulnerable) { m_CurrentHealth -= damager.damage; OnHealthSet.Invoke(this); } m_DamageDirection = transform.position + (Vector3)centreOffset - damager.transform.position; OnTakeDamage.Invoke(damager, this); OnTakeDamageBt.Invoke(damager, this); if (gameObject.CompareTag("Player")) { SpeechBubbleManager.Instance.AddSpeechBubble (transform, Speech.GetSpeech(EnumAction.PLAYER_TAKESDAMAGE, EnumLevel.ANY)); } else if (gameObject.CompareTag("Minotaur")) { SpeechBubbleManager.Instance.AddSpeechBubble (transform, Speech.GetSpeech(EnumAction.MINOTAUR_TAKESDAMAGE, EnumLevel.ANY), SpeechBubbleManager.SpeechbubbleType.ANGRY); } if (m_CurrentHealth <= 0) { OnDie.Invoke(damager, this); m_ResetHealthOnSceneReload = true; EnableInvulnerability(); if (disableOnDeath) { gameObject.SetActive(false); } } }
public void DeathSound(Damager damager, Damageable damageable) { CrowdManager.instance.SetState(CrowdManager.STATES.OOH, 1000); AudioManager.Instance.PlayRandomSfx3D("player_death", ref audio); AudioManager.Instance.PlaySfx(DeathSounds[Random.Range(0, DeathSounds.Length)], "arena_ambience"); }