Пример #1
0
    public void Damage()
    {
        if (_shieldActive == true)
        {
            _shieldActive = false;
            _shieldPrefab.SetActive(false);
            return;
        }
        else if (_shieldActive == false)
        {
            _lives = _lives - 1;
            _uiManager.UpdateLives(_lives);
        }

        if (_lives < 1)
        {
            _spawnManager.OnPlayerDeath();
            Destroy(this.gameObject);
        }

        if (_lives == 2)
        {
            _rightEnginePrefab.SetActive(true);
        }
        else if (_lives == 1)
        {
            _leftEnginePrefab.SetActive(true);
        }
    }
Пример #2
0
    public void Damage()
    {
        if (_isShieldActive == true)
        {
            _isShieldActive = false;
            _shieldVisualizer.SetActive(false);
            return;
        }
        _lives -= 1;

        if (_lives == 2)
        {
            _leftEngine.SetActive(true);
        }
        else if (_lives == 1)
        {
            _rightEngine.SetActive(true);
        }



        _uiManager.UpdateLives(_lives);

        if (_lives < 1)
        {
            _spawnManager.OnPlayerDeath();
            Destroy(this.gameObject);
        }
    }
Пример #3
0
 public void Damage()
 {
     _lives--;
     _uiManager.UpdateLives(_lives);
     if (_lives <= 0)
     {
         _spawnmanager.OnPlayerDeath();
         Destroy(this.gameObject);
     }
 }
Пример #4
0
 public void Damage()
 {
     lives -= 1;
     if (lives < 1)
     {
         // find game object and get component
         spawnManager.OnPlayerDeath();
         Destroy(this.gameObject);
     }
 }
 public void Damage()
 {
     StartCoroutine(PlayerHitFlash());
     //Equal to _lives = _lives - 1;
     _lives -= 1;
     _uiManager.UpdateLives(_lives);
     if (_lives < 1)
     {
         _spawnManager.OnPlayerDeath();
         Destroy(this.gameObject);
     }
 }
Пример #6
0
    public void Damage()
    {
        if (_isShieldBoostActive)
        {
            _shieldVisualiser.SetActive(false);
            _isShieldBoostActive = false;
            return;
        }

        _lives--;
        _uiManager.UpdateLives(_lives);

        if (_lives < 1)
        {
            _spawnManager.OnPlayerDeath();
            Destroy(this.gameObject);
        }
    }
Пример #7
0
    public void Damage()
    {
        if (_shieldActive == true)
        {
            _shieldActive = false;
            _shield.SetActive(false);
            return;
        }
        _lives -= 1;

        _uiManager.UpdateLives(_lives);

        if (_lives < 1)
        {
            _spawn_Manager.OnPlayerDeath();
            Instantiate(_explosionPref, transform.position, Quaternion.identity);
            Destroy(this.gameObject);
        }
    }
Пример #8
0
    public void PlayerDamage()
    {
        if (_isShieldsActive == true)
        {
            _isShieldsActive = false;
            _sheildVisualizer.SetActive(false);
            return;
        }

        _playerLives -= 1;
        DamageRandomEngine();

        _uiManager.UpdateLives(_playerLives);

        if (_playerLives < 1)
        {
            _spawnManager.OnPlayerDeath();
            Destroy(this.gameObject);
        }
    }
Пример #9
0
    public void Damage()
    {
        if (_shieldActive == true)
        {
            _shieldActive = false;
            playerShield.SetActive(false);
            return;
        }

        _lives--;
        Debug.Log("Current Lives: " + _lives);
        _uiManager.UpdateLives(_lives);

        ActiveDamage();

        if (_lives < 1)
        {
            _spawnManager.OnPlayerDeath();

            Destroy(this.gameObject);
        }
    }