예제 #1
0
 // Update is called once per frame
 void Update()
 {
     if (!isDead && enemyHealth.getHealth() <= 0)
     {
         isDead = true;
         nextLevel.SetActive(true);
         Destroy(gameObject, 3f);
     }
 }
    // Update is called once per frame
    void Update()
    {
        float width = Mathf.Max(
            0,
            healthToWatch.getHealth() * maxSize / healthToWatch.getMaxHealth()
            );
        Vector2 newSize = new Vector2(width, transform.localScale.y);

        transform.localScale = newSize;
    }
예제 #3
0
    // Update is called once per frame
    void Update()
    {
        if (playerHealth.getHealth() > 0)
        {
            return;
        }

        Destroy(gameObject);
        sceneLoader.loadSceneFromName("GameOver", timeBeforeGameOver);
    }
    // Update is called once per frame
    void Update()
    {
        if (playerHealth.getHealth() > 0)
        {
            return;
        }

        Destroy(gameObject);
        Instantiate(explosion, transform.position, transform.rotation);
        sceneLoader.loadSceneFromName("GameOver", timeBeforeGameOver);
    }
    // Update is called once per frame
    void Update()
    {
        if (enemyHealth.getHealth() > 0)
        {
            return;
        }

        gameSession.addPoints(points);
        Destroy(gameObject);
        Instantiate(explosion, transform.position, transform.rotation);
        bool spawnBonus = Random.Range(0, 100) < bonusProbability;

        if (spawnBonus)
        {
            bonusSpawner.spawn(transform.position);
        }
    }
예제 #6
0
 // Update is called once per frame
 void Update()
 {
     if (!isDead && enemyHealth.getHealth() <= 0)
     {
         isDead = true;
         notify();
         if (saveable != null)
         {
             saveable.save();
         }
         DamageDealer dd = GetComponent <DamageDealer>();
         if (dd == null)
         {
             dd = GetComponentInChildren <DamageDealer>();
         }
         if (dd != null)
         {
             dd.deactivate();
         }
         Destroy(gameObject);
     }
 }
    void updateWidth()
    {
        float healthRatio = actorHealth.getHealth() / (float)actorHealth.getMaxHealth();

        transform.localScale = new Vector2(healthRatio, transform.localScale.y);
    }