void Die() { //Do special things //Do default things beeHealth.Die(); Destroy(gameObject); }
void Die() { Debug.Log("rip elemental boss"); GameObject.Find("Door").SetActive(false); GameStateManager.GreenJewelBossDead = true; bossHealth.Die(); }
void Die() { //Do special things Debug.Log("Bee ded"); //Do default things BeeHealth.Die(); }
void Die() { //Do special things Debug.Log("Hive ded"); GameObject.Find("Door").SetActive(false); //Do default things Destroy(gameObject); hiveHealth.Die(); }
void Die() { //Do special things Debug.Log("API Boss"); door1.SetActive(false); door2.SetActive(false); entrance.SetActive(true); GameStateManager.RedShieldBossDead = true; //Do default things APIBossHealth.Die(); }
private void OnTriggerEnter2D(Collider2D col) { if (col.gameObject.tag == "Bullet") { _em.state = EnemyMovement.eState.knockback; _em.bulletDir = transform.position - col.transform.position; _eh.health--; Destroy(col.gameObject); if (_eh.health <= 0) { _eh.Die(); } } }
void Die() { if (segs.Count == 1) { Destroy(gameObject); Time.timeScale = 0; text.SetActive(true); } else { segs.RemoveAt(segs.Count - 1); currentEH.Die(); ChangeKillableSegment(); } }
void OnTriggerEnter(Collider other) { if (other.CompareTag("Enemy")) { EnemyHealth hp = other.gameObject.GetComponent <EnemyHealth>(); if (hp != null) { hp.Die(false); } else { Destroy(other.gameObject); } Destroy(gameObject); } }
void Fire() { muzzleFlash.Play(); source.PlayOneShot(gunSound, 0.3f); currAmmo--; animator.SetInteger("condition", 6); RaycastHit hit; if (Physics.Raycast(Camera.main.transform.position, Camera.main.transform.forward * 100, out hit, database.weapons[id].range)) { enemyStat = hit.transform.gameObject.GetComponent <EnemyHealth>(); if (hit.transform.gameObject.tag == "Enemy") { if (!enemyStat.isDead) { enemyStat.TakeDamage(database.weapons[id].damage); if (enemyStat.currentHealth <= 0) { enemyStat.isDead = true; Instantiate(healthPackage, hit.transform.position, hit.transform.rotation); coins = coins + 10; coinsText.text = coins.ToString(); enemyStat.Die(); //hit.transform.gameObject.SetActive(false); } } } if (hit.rigidbody != null) { hit.rigidbody.AddForce(-hit.normal * impactForce); } GameObject impactGO = Instantiate(impactEffect, hit.point, Quaternion.LookRotation(hit.normal)); Destroy(impactGO, 1f); } }