// Update is called once per frame void Update() { BlockHeath bh = gameObject.GetComponent <BlockHeath>(); if (bh.isDestroyed) { explode(); } }
private void OnTriggerEnter(Collider collision) { BlockHeath blk = collision.GetComponentInChildren <BlockHeath>(); if (blk != null) { blk.tomarDano(dano); GameObject BE = Instantiate(bulletExplosion, transform.position, Quaternion.identity); Destroy(gameObject); Destroy(BE, 1f); } }
// Update is called once per frame void Update() { BlockHeath bh = gameObject.GetComponent <BlockHeath>(); if (bh.isDamaged) { animacao.SetBool("IsDamaged", true); } if (bh.isVeryDamaged) { animacao.SetBool("IsVeryDamaged", true); } if (bh.isDestroyed) { explode(); } }
// Update is called once per frame void Update() { BlockHeath bh = gameObject.GetComponent <BlockHeath>(); if (bh.isDamaged && !hasBasicFire) { BF = Instantiate(basicFire, transform.position + new Vector3(0f, 0, -0.5f), Quaternion.identity); hasBasicFire = true; } if (bh.isVeryDamaged && !hasIntenseFire) { IF = Instantiate(intenseFire, transform.position + new Vector3(0f, 0, -0.5f), Quaternion.identity); hasIntenseFire = true; } if (bh.isDestroyed) { explode(); } }
// Update is called once per frame void Update() { BlockHeath bh = gameObject.GetComponent <BlockHeath>(); if (bh.isDamaged && !hasFire1) { Instantiate(fogo1, transform.position + new Vector3(0.2f, 0, -0.5f), Quaternion.identity); hasFire1 = true; } if (bh.isVeryDamaged && !hasFire2) { Instantiate(fogo1, transform.position + new Vector3(-0.2f, 0, -0.5f), Quaternion.identity); hasFire2 = true; } if (bh.isDestroyed) { explode(); ; } }