void CheckState()
    {
        switch (_fsm.state)
        {
        case ENEMYSTATES.spawn:
            EnemySpawn();
            //DylanGamePlay.ToggleBossHealth(true, hp, hp);
            BossUI.ToggleBossGUI(true);
            break;

        case ENEMYSTATES.idle:
            Fire();
            _fsm.Transition(_fsm.state, ENEMYSTATES.fly);
            break;

        case ENEMYSTATES.fly:
            Fire();
            break;

        case ENEMYSTATES.special:
            Fire();
            break;

        case ENEMYSTATES.dead:
            Destroy(this.gameObject);
            break;
        }
    }
示例#2
0
 protected override void OnTriggerEnter2D(Collider2D c)
 {
     if (c.GetComponent <Projectile>() && c.GetComponent <Projectile>().isEnemy == false)
     {
         //Destroys the bullet
         Destroy(c.gameObject);
         //Subtracts one hp from the enemy current hp
         hp--;
         BossUI.HPChange(1);
         //Checks if the hp is equal to zero
         if (hp == 0)
         {
             BossUI.ToggleBossGUI(false);
             //Calls score functions to increase current score
             //Destorys the enemy
             ScoreManager.IncreasScoreBy(ScoreValue);
             Destroy(this.gameObject);
             //Plays the explosion audio
             FindObjectOfType <AudioManager>().PlayExplodeAudio();
         }
     }
 }