private void OnParticleCollision(GameObject other)
 {
     if (other.GetComponent <PlayerController>())
     {
         return;
     }
     if (health.GetHealth() <= 0)
     {
         Destroy(gameObject);
         GameObject deathVFX = Instantiate(deathExplosion, transform.position, Quaternion.identity) as GameObject;
         deathVFX.transform.parent = parent;
         Destroy(deathVFX, 1.5f);
         scoreHandler.AddToScore(score);
     }
     health.DealDamage(player.GetBulletDamage());
 }
예제 #2
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 private void Update()
 {
     if (networkObject.IsOwner)
     {
         // If we are the owner of the object we should send the new position
         // and rotation across the network for receivers to move to in the above code
         networkObject.position = transform.position;
         networkObject.rotation = transform.rotation;
         networkObject.isDead   = m_aiMonster.IsDead;
         networkObject.health   = m_healthHandler.GetHealth();
     }
     else
     {
         transform.position = networkObject.position;
         transform.rotation = networkObject.rotation;
         if (networkObject.isDead)
         {
             m_aiMonster.OnDeath();
         }
         m_healthHandler.SetHealth(networkObject.health);
     }
 }
예제 #3
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 // Update is called once per frame
 void Update()
 {
     healthDisplay.text = health.GetHealth().ToString();
 }
예제 #4
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 private void OnCollisionEnter(Collision collision)
 {
     health.ReduceHealth(health.GetHealth());
 }
예제 #5
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 private void Start()
 {
     m_HealthBar.fillAmount = 1.0f;
     m_HealthText.text      = (int)m_PlayerHealth.GetHealth() + " / " + (int)m_PlayerHealth.GetMaxHealth();
 }