private void Die() { state = PlayerHealthState.Dead; ManageDeathParticles(); GetComponent <SpriteRenderer>().enabled = false; Time.timeScale = 0.1f; Invoke("LoadFirstLevel", 0.2f); }
void Awake() { maxHP = 121; currentHP = maxHP; playerState = PlayerHealthState.Alive; playerMovement = GetComponent<Movement>(); anim = GetComponent<Animator>(); }
// Use this for initialization void Start() { //reserting playerHealth in the ScriptableObject currentHealth.RuntimeValue = currentHealth.initialValue; // 6 currentState = PlayerState.walk; currentHealthState = PlayerHealthState.normal; animator = GetComponent <Animator>(); myRigidbody = GetComponent <Rigidbody2D>(); animator.SetFloat("moveX", 0); animator.SetFloat("moveY", -1); transform.position = startingPosition.initialValue; }
void Death() { playerState = PlayerHealthState.Dead; isDead = true; SendMessage("ToggleInputCursor", true); print("deaded is " + isDead); HealthText.text = "YOU ARE DEAD"; HealthText.color = Color.white; //anim.SetTrigger("Die"); //playerAudio.clip = deathSound; //playerAudio.Play(); //Movement.enabled = false; }
private void Start() { state = PlayerHealthState.Alive; healthDisplay.SetHealth(healthPoints); }
public void ResetHealth() { _healthbarSlider.value = 1.0f; _playerHealth = PlayerHealthState.Alive; }
// Always between 1 or 0 health public void DepleteHealth() { _playerHealth = PlayerHealthState.Dead; }