/*public void HealDamage() * { * healthSlider.value = currentHealth; * }*/ public void Death() { // Set the death flag so this function won't be called again. isDead = true; // Turn off any remaining shooting effects. //playerShooting.DisableEffects (); // Tell the animator that the player is dead. //anim.SetTrigger ("Die"); // Set the audiosource to play the death clip and play it (this will stop the hurt sound from playing). //playerAudio.clip = deathClip; //playerAudio.Play (); // Turn off the movement and shooting scripts. playerController.enabled = false; //playerShooting.enabled = false; Instantiate(playerExplosion, other.transform.position, other.transform.rotation); gameController.GameOver(); Destroy(other.gameObject); Destroy(gameObject); }
void OnTriggerEnter(Collider other) //this creates an explosion when the enemy gets hit { if (other.gameObject.layer == LayerMask.NameToLayer("Projectile") && other.tag != "Enemy") { // Play the hurt sound effect. enemyAudio.Play(); Instantiate(playerExplosion, transform.position, transform.rotation); if (other.tag == "Nu") //when getting hit by their own bullet { currentHealth -= 1; } else //when it's you shooting them { currentHealth -= 1 + Done_PlayerController.power; //figures out how much damage is taken } if (currentHealth <= 0) //runs death code if HP hits zero { Death(); } } if (other.tag == "Player") { Instantiate(playerExplosion, other.transform.position, other.transform.rotation); gameController.GameOver(); } else { return; } }
void OnTriggerEnter(Collider other) { if (other.tag == "Boundary" || other.tag == "Enemy") { return; } if (explosion != null) { Instantiate(explosion, transform.position, transform.rotation); } if (other.tag == "Player") { Instantiate(playerExplosion, other.transform.position, other.transform.rotation); gameController.GameOver(); } gameController.AddScore(scoreValue); Destroy(other.gameObject); Destroy(gameObject); }