// Use this for initialization void Start () { //this.npc = GameObject.FindGameObjectWithTag ("Enemy"); if(this.npc.tag == "Boss"){ this.boss = (Movement)this.npc.GetComponent<Movement> (); this.resize_health = Mathf.Pow(this.boss.getAttributes().getHealth() / this.boss.getAttributes().getMaxHealth(), -1); }else if(this.npc.tag == "Enemy"){ this.enemy = (Movement_graveler)this.npc.GetComponent<Movement_graveler> (); this.resize_health = Mathf.Pow(this.enemy.getAttributes().getHealth() / this.enemy.getAttributes().getMaxHealth(), -1); } // ADD TEXTURES this.HealthTexture = Resources.Load<Texture2D>("NPC/NPCbar_health"); this.HealthBarTexture = Resources.Load<Texture2D>("NPC/NPCbar"); this.health = 0f; }
//Comprueba si los enemigos de la lista estan muertos void isAllEnemysDead(){ //Contador para saber el numero de enemigos muertos. int cont = 0; if(this.npc_enemy != null && this.npc_boss != null && this.allDead == false){ if(this.npc_boss.tag == "Boss"){ this.boss = this.npc_boss.GetComponent<Movement> (); if(boss.getAttributes().getHealth() <= 0.0f){ //Destroy(npc_boss); npc_boss = null; } } ///Miramos los NPC for(int i = 0; i < npc_enemy.Length; i++){ if(this.npc_enemy[i] != null && this.npc_enemy[i].tag == "Enemy"){ this.enemy = this.npc_enemy[i].GetComponent<Movement_graveler> (); if(this.enemy != null && enemy.getAttributes().getHealth() <= 0.0f){ //Destroy(npc_enemy[i]); npc_enemy[i] = null; cont += 1; } } else { cont += 1; } } if(cont == npc_enemy.Length){ Destroy(GameObject.FindGameObjectWithTag("FireWall_bridge")); } } if (this.npc_boss == null) { delay -= 1 * Time.deltaTime; if(delay <= 0){ allIsDead = true; this.camera2.SetActive(true); } } }