private void KillPlayer() { PlayerDamageEntity playerDamageableEntity = GameObject.FindObjectOfType <PlayerDamageEntity>(); playerDamageableEntity.health = -1000000; }
private void OnTriggerEnter(Collider other) { PlayerDamageEntity possibleTarget = other.GetComponentInParent <PlayerDamageEntity>(); if (possibleTarget != null) { target = possibleTarget.transform; aim.targetRB = target.gameObject.GetComponent <Rigidbody>(); } }
// Start is called before the first frame update void Start() { enemyEntity = this.GetComponent <DamegableEnemy>(); player = GameObject.Find("PlayerPlane").GetComponent <PlayerDamageEntity>(); for (int i = 0; i < enemyMissiles.Length; i++) { enemyMissiles[i].SetAmmo(magazineSize); } }
// Start is called before the first frame update void Start() { player = GameObject.Find("PlayerPlane").GetComponent <PlayerDamageEntity>(); tankLights = this.GetComponent <HealthTankLights>(); prevHealth = player.health; maxHealth = prevHealth; prevColor = healthColors[0]; UpdateTankValue(); UpdateTankColor(); }
private void OnTriggerExit(Collider other) { PlayerDamageEntity possibleTarget = other.GetComponentInParent <PlayerDamageEntity>(); if (possibleTarget != null) { target = null; currentState = EAAGunState.Idle; aim.targetRB = null; } }
private void HandlePlayerInvincible() { PlayerDamageEntity playerDamageableEntity = GameObject.FindObjectOfType <PlayerDamageEntity>(); if (playerDamageableEntity.health != float.PositiveInfinity) { prevHealth = playerDamageableEntity.health; } if (playerInvincible == true) { playerDamageableEntity.health = float.PositiveInfinity; } else { playerDamageableEntity.health = prevHealth; } }
// Start is called before the first frame update void Start() { player = GameObject.Find("PlayerPlane").GetComponent <PlayerDamageEntity>(); }