public void Be_Attacked() { // If RGB_Slime is in combat if (Electricity_Manager_St.Get_States() != Boss_States.Cinematic && Electricity_Manager_St.Get_States() != Boss_States.Dead) { // Make boss angrier Current_Health -= 1; Debug.Log("Electricity Manager Health : " + Current_Health); // If the boss has heath, he become stunt else he die if (Current_Health > 2) { // Debug Debug.Log("Electricity Manager : Ouch"); // Update To Attac so if Doom Shroom is waiting he will jump Electricity_Manager_St.Update_State(Boss_States.Attack); Electricity_Manager_An.Launch_Stunt_Animation(); } else { Electricity_Manager_St.Update_State(Boss_States.Dead); Electricity_Manager_An.Launch_Death_Animation(); } HUD.Update_Boss_Health_Bar(Current_Health, Max_Health); } }
public void Be_Attacked() { // If RGB_Slime is in combat if (RGB_Slime_St.Get_States() != Boss_States.Cinematic && RGB_Slime_St.Get_States() != Boss_States.Dead) { // Make boss angrier RGB_Slime_At.Increase_Difficulty(); Current_Health -= 1; // If the boss has heath, he become stunt else he die if (Current_Health > 2) { RGB_Slime_An.Launch_Stunt_Animation(); } else { RGB_Slime_St.Update_State(Boss_States.Dead); RGB_Slime_An.Launch_Death_Animation(); } HUD.Update_Boss_Health_Bar(Current_Health, Max_Health); } }
public void Be_Attacked() { // If boss can be attacked if (State != Boss_States.Cinematic && State != Boss_States.Dead) { Current_Health -= 1; // Make boss angrier Store_Janitor_At.Increase_Difficulty(); // If the boss has heath, he become stunt else he die if (Current_Health > 2) { Store_Janitor_An.Launch_Stunt_Animation(); } else { Debug.Log("Store Janitor is Dead"); Store_Janitor_St.Update_State(Boss_States.Dead); Store_Janitor_An.Launch_Death_Animation(); } Debug.Log("Store Janitor Health = " + Current_Health); HUD.Update_Boss_Health_Bar(Current_Health, Max_Health); } }