private void OnEnemyDeath() { _healthObject.SetActive(false); _spawnManager.EnemyDestroyed(); _spawnManager.Explode(transform.position); Destroy(gameObject, 0.25f); }
public void damage() { if (_shields != 0) { _shields--; switch (_shields) { case 2: _shieldObj.GetComponent<SpriteRenderer>().color = _color_Yellow; break; case 1: _shieldObj.GetComponent<SpriteRenderer>().color = _color_Red; break; case 0: _shieldObj.SetActive(false); break; } } else { CameraShake.Shake(shakeTime, shakeAmount); StartCoroutine(Controlerrumble()); _health--; if (_health == 2) { _rightWing.SetActive(true); } else if (_health == 1) { _leftWing.SetActive(true); } else { _leftWing.SetActive(false); _rightWing.SetActive(false); } _uiManager.UpdateLives(_health); if (_health < 1) { _spawnManager.onPlayerDeath(); _spawnManager.Explode(transform.position); InputSystem.ResetHaptics(); Destroy(this.gameObject); } } }