//------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ //plays death sound and disables running animation //will destroy the enemies collider so the player cant deal damage to the enemy after they're dead //finds the enemies death position and stores it in healthPackPos which is used as the spawn point for all power-ups //creates 3 random number generators, one for each powerup //healthpack has 5% chance to spawn at enemies death location, doublexp is 2% chance, and nuke is 2% too //enemy is then set to kinematic to stop them moving and their death animation will play before destroying them after 2 seconds //------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ void Die() { anim.SetBool("isRunning", false); audio.Play(); Destroy(gameObject.GetComponent <CapsuleCollider> ()); Vector3 healthPackPos = new Vector3(transform.position.x, transform.position.y + 1, transform.position.z); System.Random rand = new System.Random(); int healthPackChance = rand.Next(0, 100); int doubleXpChance = rand.Next(0, 100); int nukeChance = rand.Next(0, 100); if (healthPackChance >= 95) { Instantiate(healthPack, healthPackPos, transform.rotation); } if (doubleXpChance >= 98) { Instantiate(doubleScorePack, healthPackPos, transform.rotation); } if (nukeChance >= 98) { Instantiate(nukeObject, healthPackPos, transform.rotation); } rb.isKinematic = true; if (hs.isDoubleXP) { sc.addToScore(20); } if (!(hs.isDoubleXP)) { sc.addToScore(10); } spawn.removeFromCurrent(); anim.SetTrigger("isDead"); Destroy(gameObject, 2f); }