Пример #1
0
    void KillEnemy()
    {
        capsuleCollider.enabled = false;
        nav.enabled             = false;
        anim.SetTrigger("EnemyDie");
        rigidbody.isKinematic  = true;
        weaponCollider.enabled = false;

        StartCoroutine(removeEnemy());
        dropItem.Drop();

        Debug.Log("Connecting to database...");
        string connectionstring = @"Data Source = 127.0.0.1; 
                                     user id = Videojuego;
                                     password = Pollis;
                                     Initial Catalog = proyectofinal;";

        using (SqlConnection connection = new SqlConnection(connectionstring))       //esta sentencia permite que connection se destruya al salir de bloque , no hay que usar connection.close() en otras palabras
        {
            connection.Open();
            print("Done.");


            using (SqlCommand command = new SqlCommand("dbo.update_qtymelee", connection))
            {
                command.CommandType = System.Data.CommandType.StoredProcedure;     //si no le ponen esto no funciona
                command.Parameters.AddWithValue("@DATE", System.DateTime.Now.ToString("yyyy/MM/dd hh:mm:ss"));
                command.ExecuteNonQuery();
                print("Lista escritura con un SP.");
            }
        }
    }
Пример #2
0
    void KillEnemy()
    {
        boxCollider.enabled = false;
        anim.SetTrigger("EnemyDie");
        audio.PlayOneShot(killAudio);

        StartCoroutine(RemoveEnemy());
        dropItem.Drop();
    }
Пример #3
0
 void KillEnemy()
 {
     capsuleCollider.enabled = false;
     audio.PlayOneShot(killAudio);
     anim.SetTrigger("EnemyDie");
     rigidbody.isKinematic = true;
     StartCoroutine(removeEnemy());
     dropItems.Drop();
 }
Пример #4
0
 void KillEnemy()
 {
     capsuleCollider.enabled = false;
     audio.PlayOneShot(deathAudio);
     anim.SetTrigger("Death");
     GetComponent <Rigidbody>().isKinematic = true;
     StartCoroutine(removeEnemy());
     dropItem.Drop();
 }
Пример #5
0
 protected virtual void Update()
 {
     if (health <= 0 && !dead)
     {
         dead = true;
         DropItem di = this.GetComponent <DropItem>();
         if (di != null)
         {
             di.Drop();
         }
         Die();
     }
 }
Пример #6
0
    IEnumerator damageNexus(Collider other)
    {
        yield return(new WaitForSeconds(1));

        if (other != null && other.transform.root.GetComponent <Enemy>().dead == false)
        {
            DropItem dropItem = other.transform.root.GetComponent <DropItem>();
            if (dropItem != null)
            {
                dropItem.Drop();
            }
            nexus.health -= other.transform.root.GetComponent <Enemy>().nexusDamage;
            other.transform.root.GetComponent <Enemy>().FadeAndDisappear();
            other.transform.root.gameObject.SetActive(false);

            gameUI.UpdateNexusHealth(nexus.health, nexus.GetMaxHealth());
        }
    }
Пример #7
0
 void Update()
 {
     // Pickup item
     if (Input.GetKeyDown(KeyCode.Space))
     {
         trigger.PickupItem();
     }
     // Drop item
     if (Input.GetKeyDown(KeyCode.LeftShift))
     {
         dropScript.Drop();
     }
     // Switch item
     if (Input.GetKeyDown(KeyCode.Tab))
     {
         //UI Switch
         foreach (SetItemAsActive item in UIItems)
         {
             item.SwitchItem();
         }
     }
 }