public virtual void TakeDamage(int damage) { if (currentHp > 0) { currentHp -= damage; } else { return; } if (currentHp <= 0) { _deathScript.Die(); if (soundSource != null) { soundSource.clip = death; soundSource.Play(); } return; } if (soundSource != null) { soundSource.clip = hurt; soundSource.Play(); } }
void Update() { if (Physics2D.Linecast(startingPoint, endPoint, layer)) { death.Die(); } }
// Update is called once per frame protected void Update() { // FAIL SALE FOR FALLING OFF THE WORLD if (photonView.IsMine && transform.position.y < minY) { death?.Die(); } }
public void Die() { Death death = GetComponent <Death>(); if (death != null) { death.Die(); } }
public void setHealth(double damageRecieved) //this is how the enemy takes damage { this.health = health - damageRecieved; audioManager.GetComponent <AudioManager> ().PlaySound(bloodSplatterSound); bloodSpatter.Play(); if (this.health <= 0) { dead.Die(); } }
// void OnTriggerEnter(Collider coll) { // Bullet bullet = coll.GetComponent<Bullet>(); // // if (bullet) { // // if the shield is raised, the bullets shouldn't hit the body directly at all, // // but this will double check that to make sure only the shield handles the damage // if (!shield.isRaised) Damage(bullet.damage); // } // } public void Damage(float damageAmount) { hp = Mathf.Max(0, hp - damageAmount); if (hp <= 0) { if (!death.isDead) { death.Die(); } } }
private void Hit() { if (currentDeathComponent == null) { return; } if (Input.GetMouseButton(0)) { meleeAudioSource.Play(); } currentDeathComponent.Die(); }
void OnTriggerEnter2D(Collider2D col) { if (col.CompareTag("Projectile")) { death.Die(); } if (col.CompareTag("Shield")) { if (!spooked && spookTimeout <= 0) { bearing = transform.position - col.gameObject.transform.position; Spook(bearing); } } }
/// <summary> /// TakeDamage /// used to deal damage to the enemy. function is called by the damage dealing source /// </summary> /// <param name="amount">The amount of damage dealt to the enemy</param> public void TakeDamage(int amount) { if (isDead) { // if the enemy is dead, don't deal damage, just return return; } // subtract the damage from the current health currentHealth -= amount; if (currentHealth <= 0 && !isDead) { isDead = true; // if the current health is 0 or less, call the death function if (death != null) { death.Die(); } } }
/** * Should always handle destroying the object * Prevents the object from being destroyed if it could be respawned */ private void destroy() { death?.Die(); }
public void Kill() { playerDeath.Die(); }
void Update() { //print("run " + moveAllow + " shoot " + shootAllow + " mele " + meleeAllow); if (HP <= 0) { DEATH.Die(); } else { if (moveAllow && !shootAllow && !meleeAllow) { try { // print(gameObject.name + "i run"); MOVE.Turn(Dot); MOVE.Run(DirectionToPlayer); } catch { print(gameObject.name + ": i cant move"); } } else if (shootAllow && !meleeAllow && !moveAllow) { // print("i shoot"); try { MOVE.Turn(Dot); SHOOT.Shoot(DirectionToPlayer); } catch { // print(gameObject.name + ": i cant shoot"); MOVE.Run(DirectionToPlayer); } } else if (meleeAllow) { MOVE.Turn(Dot); try { // print(gameObject.name + "i melee"); MELEE.Atack(); } catch { // print(gameObject.name + ": i cant melee"); MOVE.Stay(); } } else { try { // print(gameObject.name + "i stay"); MOVE.Stay(); } catch { // print(gameObject.name + ": i cant move"); } } } }