void KillSelf(int hitSide, int weaponType) { if (!dead) { // activate and kill breakable sprite if (weaponType == MELEE) { breakable.DirectionalSlump(hitSide); } else if (weaponType == PROJECTILE) { breakable.Explode(hitSide); } // deactivate and fade solid sprite rigidbody2D.isKinematic = true; collider2D.enabled = false; spriteRenderer.enabled = false; dead = true; gameObject.SendMessage("CreatureDead"); Invoke("DeactivateObject", MAX_BEFORE_FADE + 5f); } }
void KillSelf(int hitFrom, int weaponType) { // activate and kill breakable sprite if (weaponType == MELEE) { breakable.DirectionalSlump(hitFrom); } else if (weaponType == PROJECTILE) { breakable.Explode(hitFrom); } // deactivate and fade solid sprite rigidbody2D.isKinematic = true; collider2D.enabled = false; attackAI.attackPaused = true; movementAI.movementPaused = true; attackAI.enabled = false; movementAI.enabled = false; MFX.Fade(spriteRenderer, 0f, 0f, 0f); Invoke("DeactivateObject", MAX_BEFORE_FADE + 5f); }