private void CheckIfDead() { if (lives <= 0) { Player.IsActive = false; playerAnimations.Dead(); StartCoroutine(DelayedDeath(endGameDelay)); } else { StartCoroutine(TemporaryImmunity()); } }
public void DealDamage(int damage) { health -= damage; GamePlayController.instance.PlayerLifeCounter(health); playerAnim.Hurt(); if (health <= 0) { GamePlayController.instance.playerAlive = false; GetComponent <Collider2D>().enabled = false; playerAnim.Dead(); blood_FX[Random.Range(0, blood_FX.Length)].SetActive(true); GamePlayController.instance.GameOver(); } }