IEnumerator DeathWait() { Shadow.SetActive(false); Death.Play(); gameObject.GetComponent <SpriteRenderer>().sortingOrder = 0; gameObject.GetComponent <CircleCollider2D>().enabled = false; gameObject.GetComponent <CapsuleCollider2D>().enabled = false; Debug.Log("death"); Quest.Next_Quest(); yield return(new WaitForSeconds(1.5f)); soul.SetActive(true); }
IEnumerator DeathWait() { Shadow.SetActive(false); Death.Play(); Shadow.GetComponent <SpriteRenderer>().sortingLayerName = "DiabloMap"; gameObject.GetComponent <SpriteRenderer>().sortingOrder = -1; gameObject.GetComponent <CircleCollider2D>().enabled = false; gameObject.GetComponent <CapsuleCollider2D>().enabled = false; Debug.Log("death"); yield return(null); //yield return new WaitForSeconds(6f); //DestoryMonster(); }
IEnumerator DeathWait() { Shadow.SetActive(false); SkillFire.SetActive(false); GetComponent <CircleCollider2D>().isTrigger = true; Death.Play(); gameObject.GetComponent <SpriteRenderer>().sortingOrder = 0; gameObject.GetComponent <CircleCollider2D>().enabled = false; gameObject.GetComponent <CapsuleCollider2D>().enabled = false; Debug.Log("death"); Quest.Next_Quest(); yield return(null); //yield return new WaitForSeconds(6f); //DestoryMonster(); }
public void DeathSound() { Death.Play();//Play the death sound. }
void Update() { if (Health <= 0) { if (_timerInv == 2.0f) { _animator.SetTrigger("RIP"); Death.Play(); _isDead = true; } _timerInv -= Time.deltaTime; _spriteRenderer.color = new Color(1.0f, 1.0f, 1.0f, 1.0f); if (_timerInv < 0) { SceneManager.LoadScene("Menu", LoadSceneMode.Single); } } if (Health > 0) { Health -= AntiHealth * Time.deltaTime; UIController.Instance.SetHealth((int)Health); } if (_inv && Health > 0) { UIController.Instance.SetHealth((int)Health); UIController.Instance.SetHealth((int)Health); _timerInv -= Time.deltaTime; if (_timerInv < 0) { _spriteRenderer.color = new Color(1.0f, 1.0f, 1.0f, 1.0f); _inv = false; _timerInv = 2.0f; } } if (!_isDead) { float velX = Input.GetAxisRaw("Horizontal"); float velY = Input.GetAxisRaw("Vertical"); bool isMoving = false; if (_knockback <= 0) { if (Mathf.Abs(velX) > float.Epsilon || Mathf.Abs(velY) > float.Epsilon) { _spriteRenderer.flipX = velX < 0; isMoving = true; Walk.volume = Random.Range(0.8f, 1.0f); Walk.pitch = Random.Range(0.8f, 1.2f); if (!Walk.isPlaying) { Walk.Play(); } } _moveInput = new Vector2(velX, velY); _moveVelocity = _moveInput.normalized * Speed; } _knockback -= Time.deltaTime; if (Input.GetButton("Fire2") && Time.time > _nextFire) { _nextFire = Time.time + FireRate; Fireball?.Play(); Shoot(); _animator.SetTrigger("Projectile"); } if (Input.GetButton("Fire1") && !_isMelee) { Sword?.Play(); _isMelee = true; _meleeTimer = 0.5f; Melee.gameObject.SetActive(true); } if (_isMelee) { if (_meleeTimer > 0) { if (velX > 0 || velX == 0 && _attackRight) { Melee.transform.localScale = new Vector3(1, 1, 1); Melee.transform.Rotate(new Vector3(0, 0, -240) * MeleeSpeed * Time.deltaTime); _attackRight = true; } else { Melee.transform.localScale = new Vector3(1, -1, 1); Melee.transform.Rotate(new Vector3(0, 0, 240) * MeleeSpeed * Time.deltaTime); _attackRight = false; } _meleeTimer -= Time.deltaTime; } else { _isMelee = false; if (velX > 0) { Melee.transform.eulerAngles = new Vector3(0, 0, 100); } else { Melee.transform.eulerAngles = new Vector3(0, 0, 70); } Melee.gameObject.SetActive(false); } } _animator.SetBool("Walk", isMoving); if (Input.GetKeyDown("q") && PotionData.Boost != 0) { Health += PotionData.Boost; Potion.Play(); PotionData = EmptyPotionSlot; UpdateSprites(); } if (Input.GetKeyDown("e") && ItemData != null) { Throw(); ItemData = null; Click.Play(); CameraShaker.Instance.ShakeOnce(0.2f, 0.2f, 0.3f, 0.3f); ItemData = EmptyItemSlot; UpdateSprites(); } _defenceTimer -= Time.deltaTime; if (_defenceTimer <= 0) { Defence.gameObject.SetActive(false); } } }