public void Damage() { remainingHP -= player.damage; healthBar.SetHealth(remainingHP); anim.SetTrigger("Hit"); isHit = true; anim.SetBool("inCombat", true); if (remainingHP < 1) { Destroy(this.gameObject); coinSpawner.Spawn(gems); remainingHP = 0; } Debug.Log("HP:" + remainingHP); }
void Die() { audioManager.PlayDeathSFX(); isDead = true; myAnimator.SetBool("isDead", true); GetComponent <Collider2D>().enabled = false; Rigidbody2D myRigidBody = GetComponent <Rigidbody2D>(); myRigidBody.velocity = new Vector2(10f, 20f); CoinSpawner mySpawner = GetComponent <CoinSpawner>(); if (mySpawner) { mySpawner.Spawn(myRigidBody.position.x, myRigidBody.position.y, 1f); } }
private void BeginGame() { // Create a maze and initialize it. maze = Instantiate(mazePrefab) as Maze; maze.name = "Maze"; maze.Initialize(); // Initialize the coin spawner coinSpawner = Instantiate(coinSpawnerPrefab) as CoinSpawner; coinSpawner.name = "Spawned coins"; coinSpawner.Spawn(maze); // Initialize the enemy spawner enemySpawner = Instantiate(enemySpawnerPrefab) as EnemySpawner; enemySpawner.name = "Spawned enemies"; enemySpawner.setTarget(GameObject.FindGameObjectWithTag("Player").transform); enemySpawner.setPlayerController(playercontroller); enemySpawner.Spawn(maze); playercontroller.setCoinList(coinSpawner.spawnedCoins.Count); }