void CheckHealth() { if (OldBossHP != BossHP) { OldBossHP = BossHP; BossCurrentHP = BossHP; } BossCurrentHP = EnemyHPScript.GetHP(); switch (Fase) { case 1: if (BossCurrentHP < Switch1HP) { BossCurrentHP = Switch1HP; Fase++; AttackSpeed = 0.65f; SoundSelector = 1; PlayerMusic.Stop(); PlayerMusic.clip = BossThemes[SoundSelector]; PlayerMusic.Play(); Debug.Log("[BOSS] Fase 1 beaten."); } break; case 2: if (BossCurrentHP < Switch2HP) { BossCurrentHP = Switch2HP; Fase++; AttackSpeed = 0.35f; SoundSelector = 2; PlayerMusic.Stop(); PlayerMusic.clip = BossThemes[SoundSelector]; PlayerMusic.Play(); Debug.Log("[BOSS] Fase 2 beaten."); } break; case 3: if (BossCurrentHP <= 0) { Beaten = true; BossCurrentHP = 0; Fase++; FadeOut = true; BossGUI.SetActive(false); PlayerMusic.Stop(); SoundSelector = 4; AudioSource.PlayOneShot(BossFxs[SoundSelector], AudioVolume); Debug.Log("[BOSS] Fase 3 beaten."); } break; } Healthbar.fillAmount = BossCurrentHP / BossHP; }
private void DetectEnemyStatus() { if (currentEnemy) { EnemyHP enemyHp = currentEnemy.transform.parent.gameObject.GetComponent <EnemyHP>(); int hp = enemyHp.GetHP(); currentEnemyParent = currentEnemy.transform.parent.GetComponent <Enemy>(); if (hp <= 0) { Disengage(); } } else { if (isEngaged) { Disengage(); } } }