void ProcessHit(DamageDealer damageDealer) { health -= damageDealer.GetDamage(); damageDealer.Hit(); if (health <= 0) { gameSession.UpdateScore(winPoints); AudioSource.PlayClipAtPoint(enemyDieSound, Camera.main.transform.position, enemyDieVolume); Explode(); } }
private void ProcessHit(DamageDealer damageDealer) { health -= damageDealer.GetDamage(); damageDealer.Hit(); if (health <= 0) { FindObjectOfType <SceneLoader>().LoadGameOver(); Destroy(gameObject); AudioSource.PlayClipAtPoint(PlayerDeathSound, Camera.main.transform.position, volume); } }
private void ProcessHit(DamageDealer damageDealer) { health -= damageDealer.GetDamage(); damageDealer.Hit(); if (health <= 0) { Destroy(gameObject); Instantiate(particleDeathEffect, transform.position, Quaternion.identity); // here i could also use transform.rotation instead of quaternion.identity Destroy(particleDeathEffect, particleLifeSpan); } }
private void ProcessHit(DamageDealer damageDealer) { health -= damageDealer.GetDamage(); damageDealer.Hit(); if (health <= 0) { Destroy(gameObject); } }
// process enemy health private void ProcessHit(DamageDealer damageDealer) { health -= damageDealer.GetDamage(); damageDealer.Hit(); // FindObjectOfType<GameSession>().AddToScore(scoreValue); if (health <= 0) { Die(); } }
private void OnTriggerEnter2D(Collider2D otherObject) { DamageDealer dmgDealer = otherObject.gameObject.GetComponent <DamageDealer>(); health -= dmgDealer.GetDamage(); if (health <= 0) { Die(); } }
// Send DamageDealer details private void ProcessHit(DamageDealer dmgDealer) { health -= dmgDealer.GetDamage(); AudioSource.PlayClipAtPoint(collisionSound, Camera.main.transform.position, SoundVolume); FindObjectOfType <Health>().UpdateHealth(health); if (health <= 0) { Die(); } }
private void ProcessHit(DamageDealer dmg) { health -= dmg.GetDamage(); AudioSource.PlayClipAtPoint(PlayerHealthReduced, Camera.main.transform.position, PlayerHealthReduction); if (health <= 0) { Die(); } }
private void HitProcess(DamageDealer damage) { health -= damage.GetDamage(); damage.Hit(); if (health <= 0) { FindObjectOfType <Spaceship>().Die(gameObject); FindObjectOfType <EnemySpawner>().EnemyDecreased(); gameSession.AddToScore(scoreValue); } }
private void OnTriggerEnter2D(Collider2D collision) { DamageDealer damageDealer = collision.gameObject.GetComponent <DamageDealer>(); damage = damageDealer.GetDamage(); if (!damageDealer) { return; } ProcessHit(damageDealer); }
private void ProcessHit(DamageDealer damageDealer) { health -= damageDealer.GetDamage(); healthBar.sizeDelta = new Vector2((health / maximumHealth) * healthBarSize, healthBar.sizeDelta.y); if (health <= 0) { Die(); } }
private void ProcessHit(DamageDealer damageDealer) { health -= damageDealer.GetDamage(); damageDealer.Hit(); FindObjectOfType <GameSession>().AddToScore(scoreValue); if (health <= 0) { Destroy(gameObject); Instantiate(asteroidExplosion, transform.position, Quaternion.identity); } }
private void ProcessHit(DamageDealer damageDealer) { health -= damageDealer.GetDamage(); damageDealer.Hit(); // TODO: event would be better FindObjectOfType <HealthText>().GetComponent <Text>().text = GetHealth().ToString(); if (health <= 0) { Die(); } }
private void ProcessHit(DamageDealer damageDealer) { health -= damageDealer.GetDamage(); damageDealer.Hit(); FindObjectOfType <LifeDisplay>().LoseLife(); if (health <= 0) { Die(); } }
private void ProcessHit(DamageDealer damageDealer) { health -= damageDealer.GetDamage(); damageDealer.Hit(); //GameObject blood = Instantiate(bloodVFX, transform.position, transform.rotation); //Destroy(blood, durationOfBlood); if (health <= 0) { Die(); } }
private void PlayerHit(DamageDealer damage) { health -= damage.GetDamage(); damage.Hit(); if (health <= 0) { health = 0; FindObjectOfType <Spaceship>().Die(gameObject); FindObjectOfType <LevelLoader>().LoadGameOver(); } }
private void ProcessHit(DamageDealer damageDealer) { playerHealth -= damageDealer.GetDamage(); damageDealer.Hit(); if (playerHealth <= 0) { AudioSource.PlayClipAtPoint(deathSFX, Camera.main.transform.position, deathVolume); FindObjectOfType <SceneLoader>().LoadGameOverScene(); Destroy(gameObject); } }
private void SetUpStats() { player = FindObjectOfType <Player>(); myCurrentHealth = player.GetHealth(); primaryWeapon = FindObjectOfType <PrimaryWeapon>(); currentFireRate = primaryWeapon.GetFireRate(); damage = FindObjectOfType <DamageDealer>(); currentDamage = damage.GetDamage(); }
private void ProcessHit(DamageDealer damageDealer) { health -= damageDealer.GetDamage(); damageDealer.Hit(); FindObjectOfType <HealthDisplay>().RemoveLife(); HitFX(); if (health <= 0) { Die(); } }
private void RegisterHit(DamageDealer dmgDealer) { //Reduce Health by Damage Given health -= dmgDealer.GetDamage(); //If Player Health is equal of lower than 0, Player dies if (health <= 0) { Die(); } }
private void OnTriggerEnter2D(Collider2D collision) { DamageDealer damageDealer = collision.gameObject.GetComponent <DamageDealer>(); health -= damageDealer.GetDamage(); damageDealer.Hit(); if (health <= 0) { Destroy(gameObject); } }
private void Damage(Collider2D other, DamageDealer damageDealer) { health -= damageDealer.GetDamage(); damageDealer.Hit(); if (health <= 0) { FindObjectOfType <Level>().LoadGameOver(); AudioSource.PlayClipAtPoint(deathSoundEffect, Camera.main.transform.position, deathSoundVolume); Destroy(gameObject); } }
private void ProcessHit(DamageDealer damageDealer) { AudioSource.PlayClipAtPoint(hitSounds, Camera.main.transform.position); health -= damageDealer.GetDamage(); damageDealer.Hit(); if (health <= 0) { health = 0; Die(); } }
private void OnTriggerEnter2D(Collider2D other) { DamageDealer damage = other.GetComponent <DamageDealer>(); PlayerHealth -= damage.GetDamage(); if (PlayerHealth <= 0) { Destroy(gameObject); } Destroy(other.gameObject); }
private void ProcessHit(DamageDealer damageDealer) { health -= damageDealer.GetDamage(); damageDealer.Hit(); if (health <= 0) { Die(); } }
private void processHit(DamageDealer damageDealer) { health -= damageDealer.GetDamage(); damageDealer.Hit(); if (health <= 0) { EnemyDie(); //add score //Die effect } }
private void ProcessHit(DamageDealer damageDealer) { health -= damageDealer.GetDamage(); if (health <= 0) { Destroy(gameObject); AudioSource.PlayClipAtPoint(playerSounds[1], Camera.main.transform.position, 0.2f); FindObjectOfType <SceneLoader>().LoadGameOver(); Cursor.visible = true; } }
private void ProcessHit(DamageDealer damageDealer) { health -= damageDealer.GetDamage(); damageDealer.Hit(); // screen shake // subtract from healthDisplay if (health <= 0) { Die(); } }
private void ProcessHit(DamageDealer dmgDealer) { health -= dmgDealer.GetDamage(); AudioSource.PlayClipAtPoint(ObstacleDeathSound, Camera.main.transform.position, ObstacleDeathSoundVolume); if (health <= 0) { Destroyed(); } }
private void ProcessHit(DamageDealer damageDealer) { current_health -= damageDealer.GetDamage(); UnityFunctions.CameraShake(); damageDealer.Hit(); if (current_health <= 0) { current_health = 0; } this.SendAlert(enum_status.Danger, this.name + " is taking Damage!"); }