/// <summary> /// Handles the processing of a dead enemy /// </summary> void Despawn_Enemy() { StopCoroutine("Move_To_Destination"); GetComponent <NavMeshAgent>().enabled = false; if (roomScript != null) { roomScript.EnemyKilled(); } if (local_Enemy_Type == enemy_Type.CHARGER) { local_Enemy_Attack_Charger.StopAllCoroutines(); } else if (local_Enemy_Type == enemy_Type.RANGED) { local_Enemy_Attack_Ranged.StopAllCoroutines(); } else if (local_Enemy_Type == enemy_Type.SUPPORT) { } else if (local_Enemy_Type == enemy_Type.CROWD_CONTROL) { } else if (local_Enemy_Type == enemy_Type.SPECIALIST) { } else { local_Enemy_Basic_Attack.StopAllCoroutines(); } score_Text.transform.position = new Vector3(gameObject.transform.position.x, gameObject.transform.position.y + 3.8f, gameObject.transform.position.z); score_Text.SetActive(true); int y = (player_Position.gameObject.GetComponent <Player_Score>().Add_To_Combo_Score(player_Position.gameObject.GetComponent <MouseShooting>().currentParryCombo + 1) * score_Worth * player_Position.gameObject.GetComponent <Player_Score>().current_Multiplier); score_Text.gameObject.GetComponent <Text>().text = y.ToString(); player_Position.gameObject.GetComponent <Player_Score>().Add_To_Combo_Score(y); self_Navmesh_Agent.enabled = false; Instantiate(deathParticle, transform.position, transform.rotation); }
/// <summary> /// Kills an enemy and updates the room script /// </summary> public void Die() { GetComponent <NavMeshAgent>().enabled = false; roomScript.EnemyKilled(); this.enabled = false; }