public void ReactToHit() { WanderingAI behavior = GetComponent <WanderingAI>(); if (behavior != null) { behavior.setAlive(false); } StartCoroutine(Die()); }
public void reactToHit() { WanderingAI wanderingAI = GetComponent <WanderingAI>(); if (wanderingAI != null) { wanderingAI.setAlive(false); } StartCoroutine(die()); }
// creates the method that is called in the shoot class public void ReactToHit() { // checks if target has wandering ai script and if so sets its status to not alive WanderingAI behavoir = GetComponent <WanderingAI>(); if (behavoir != null) { behavoir.setAlive(false); blood.Play(); behavoir.turnOffNavMesh(); } StartCoroutine(Die()); }
private IEnumerator Die() { transform.Rotate(75, 0, 0); WanderingAI wanderingAI = gameObject.GetComponent <WanderingAI> (); if (wanderingAI != null) { wanderingAI.setAlive(false); } yield return(new WaitForSeconds(1.5f)); Destroy(gameObject); }
private IEnumerator Die() { WanderingAI behavior = GetComponent <WanderingAI>(); if (behavior) { behavior.setAlive(false); } transform.Rotate(-75, 0, 0); Rigidbody rigidbody = GetComponent <Rigidbody>(); if (rigidbody) { rigidbody.useGravity = true; rigidbody.constraints = RigidbodyConstraints.None; } yield return(new WaitForSeconds(1.5f)); Destroy(gameObject); }