// Update is called once per frame void Update() { if (enemyHealth <= 0) { Instantiate(deathEffect, transform.position, transform.rotation); currencyOnKill = Random.Range(1, 100); VoidEssenceManager.AddCurrencyOnKill(currencyOnKill); Destroy(gameObject); } }
private void OnTriggerEnter2D(Collider2D other) { if (other.GetComponent <PlayerController>() == null) { return; } currencyToAdd = Random.Range(1, 11); VoidEssenceManager.AddCurrency(currencyToAdd); Destroy(gameObject); }
// Update is called once per frame void Update() { if (FindObjectOfType <BossHealthManager>()) { return; } else { currencyOnKill = Random.Range(1000, 1501); VoidEssenceManager.AddCurrencyOnKill(currencyOnKill); Destroy(gameObject); } }
public IEnumerator RespawnPlayerCo() { // Creates a copy of Object Instantiate(deathParticle, player.transform.position, player.transform.rotation); player.enabled = false; player.GetComponent <Renderer>().enabled = false; camera.isFollowing = false; player.GetComponent <Rigidbody2D>().gravityScale = 0f; player.GetComponent <Rigidbody2D>().velocity = Vector2.zero; VoidEssenceManager.RemoveCurrencyOnDeath(); // Debug.Log("Player Respawn"); yield return(new WaitForSeconds(respawnDelay)); camera.isFollowing = true; player.GetComponent <Rigidbody2D>().gravityScale = 5f; player.playerInsanity = player.playerInsanity * 1.02f; player.transform.position = currentCheckpoint.transform.position; player.enabled = true; healthManager.FullHealth(); healthManager.isDead = false; player.GetComponent <Renderer>().enabled = true; Instantiate(respawnParticle, currentCheckpoint.transform.position, currentCheckpoint.transform.rotation); }