// Update is called once per frame void Update() { //if (!TimesUp) //{ // timer -= Time.deltaTime; //} //else //{ // Debug.Log("Times Up"); // mario.Die(); //} if (Input.GetKeyDown(KeyCode.T)) { GameObject[] gos = FindObjectsOfType <GameObject>(); for (int i = 0; i < gos.Length; i++) { IHealth health = gos[i].GetComponent <IHealth>(); if (health != null) { health.Die(); } } } }
///<summary> /// Deal damage. ///</summary> ///<returns> /// True if target dies, otherwise false. ///</returns> public bool Loss(int value) { bool retVal = false; current.val -= value; if (current.val < 0) { retVal = true; current.val = 0; IHealth iHealth = GetComponent <IHealth> (); if (iHealth != null) { iHealth.Die(); } else { Debug.Log("NULL IHealth"); } } return(retVal); }
private void OnTriggerEnter2D(Collider2D collided) { if (collided.gameObject.tag == "Player") { IHealth healthC = collided.gameObject.transform.root.GetComponent <IHealth>(); switch (typeOfKillbox) { case KillType.InstantKill: healthC.Die(); break; case KillType.DamageOverTime: if (!entityHealthTimer.ContainsKey(healthC)) { healthC.TakeDamage(damageTickValue); entityHealthTimer.Add(healthC, damageTickTime); } break; } } }