public override EnemyType InvokeEnemies() { int currentHealth = GEC.getCurrentHealth(); int random = Random.Range(0, 10); int typeInvokeEnemy = 0; if (primera_vida) { if (currentHealth >= (GEC.health_init * 0.75)) { typeInvokeEnemy = 1; } else if (currentHealth >= (GEC.health_init * 0.50)) { typeInvokeEnemy = 2; } else if (currentHealth >= (GEC.health_init * 0.25)) { typeInvokeEnemy = 3; } else if (currentHealth >= GEC.health_init * 0.1) { typeInvokeEnemy = 4; } return(_WhichEnemyInvoke(typeInvokeEnemy, random)); } else { return(_WhichEnemyInvoke(4, random)); } }
public override void voy_a_morir() { if ((float)GEC.getCurrentHealth() - 1 <= GEC.getGameController().GetPlayerController().GunController.BaseDamage&& primera_vida) { invulnerable = true; GEC.gameObject.transform.position = new Vector2(0, 0); GEC.SetHealth(GEC.health_init / 2); GEC.speed_movement = 0; GEC.have_gun = true; primera_vida = false; } if (!primera_vida) { invulnerable = false; } }