private void OnEnable() { triggerStart = this.GetComponent <BoxCollider2D>(); HealthBar.SetActive(false); foreach (GameObject heart in hearts) { heart.SetActive(false); } foreach (GameObject spawnObject in ArrowWave1) { spawnObject.SetActive(false); SpawnArrows spawnArrow = spawnObject.GetComponent <SpawnArrows>(); spawnArrow.shoot = false; } foreach (GameObject spawnObject in ArrowWave2) { spawnObject.SetActive(false); SpawnArrows spawnArrow = spawnObject.GetComponent <SpawnArrows>(); spawnArrow.shoot = false; } foreach (GameObject spawnObject in ArrowWave3) { spawnObject.SetActive(false); SpawnArrows spawnArrow = spawnObject.GetComponent <SpawnArrows>(); spawnArrow.shoot = false; } }
public void passOnHealth(int health) { hearts[healthLost].SetActive(false); if (health == 0) { HealthBar.SetActive(false); foreach (GameObject spawnObject in ArrowWave1) { spawnObject.SetActive(false); } foreach (GameObject spawnObject in ArrowWave2) { spawnObject.SetActive(false); } foreach (GameObject spawnObject in ArrowWave3) { spawnObject.SetActive(false); } deathWaitRoutine = StartCoroutine(waitForDeath(2.0f)); } if (healthLost > 1 && !wave1On) { foreach (GameObject spawnObject in ArrowWave1) { spawnObject.SetActive(true); SpawnArrows spawnArrow = spawnObject.GetComponent <SpawnArrows>(); spawnArrow.shoot = true; } wave1On = true; } if (healthLost > 3 && !wave2On) { foreach (GameObject spawnObject in ArrowWave2) { spawnObject.SetActive(true); SpawnArrows spawnArrow = spawnObject.GetComponent <SpawnArrows>(); spawnArrow.shoot = true; } wave2On = true; } if (healthLost > 5 && !wave3On) { foreach (GameObject spawnObject in ArrowWave3) { spawnObject.SetActive(true); SpawnArrows spawnArrow = spawnObject.GetComponent <SpawnArrows>(); spawnArrow.shoot = true; } wave3On = true; } healthLost++; }