public override void Start() { base.Start(); base.SouldIgnoreCollisions = false; healthBar.MaxHealth = Health; healthBar.UpdateHealth(Health); spawnShield(); weaponry = GetComponent <Weaponry>(); }
public void EnemyEscaped() { lives--; PlayerHealth.UpdateHealth(lives); if (lives <= 0) { End(false); } remainingEnemies--; if (remainingEnemies == 0) { End(true); } }
private void UpdatePlayerHealthDisplay() { m_healthBar.UpdateHealth(m_currentHealth, m_startingHealth); }