void Death() { //time to activate ragdollz or death anmin //for now we just remove the object as there is nothing set up for thi if (skeleAiChace == null) { skeleAiChace = gameObject.GetComponent <SkeletonAi> (); } skeleAiChace.AiRandomPatrolPoints(); Transform rndSpwn = reCache.AiRandomSpawn().transform; Vector3 v3Current = new Vector3(0, 0, 0); v3Current = transform.eulerAngles; Quaternion qRotation = Quaternion.identity; qRotation.eulerAngles = v3Current; Instantiate(deathRagdoll, transform.position, qRotation); transform.position = rndSpwn.position; RemoveArrows(); health = maxHealth; }
// Use this for initialization void Start() { skelAiCache = gameObject.GetComponentInParent <SkeletonAi> (); myColor = notInShootRange; }