Пример #1
0
 public void HostileDestroyed(Vector2 position)
 {
     _killedEnemies++;
     _powerUpSpawn.SpawnPowerUp(position);
     Debug.Log("Killed an Enemy: " + _killedEnemies + " / " + _targetEnemiesKilled);
     if (_killedEnemies >= _targetEnemiesKilled)
     {
         GameManager.Instance.playerWon = true;
         GameStateController.PerformTransition(_nextState);
     }
 }
Пример #2
0
 protected override void Die()
 {
     if (Health.IsDead)
     {
         int shouldISpawnPowerUp = UnityEngine.Random.Range(1, 100);
         if (shouldISpawnPowerUp <= _powerUpLikelihood)
         {
             int whichPowerUpShouldISpawn = UnityEngine.Random.Range(0, 2);
             if (whichPowerUpShouldISpawn == 0)
             {
                 _powerUpSpawner.SpawnPowerUp(this, "health");
             }
             else
             {
                 _powerUpSpawner.SpawnPowerUp(this, "weapon");
             }
         }
         Destroy(gameObject);
     }
 }