public void TakeDamage(int damage) { Health -= damage; Debug.Log("Health for " + this.transform.name + " is " + Health); HitCircle.color = Color.red; DelayHelper.DelayAction(this, swapToWhite, .7f); bool deathnoise = false; if (Health <= 0) { if (deathnoise == false) { EnemyAudio.clip = AudioExploding; EnemyAudio.Play(); deathnoise = true; Exploder.Play(); PLC.UpdateHealth(1); } DisableObject(); Debug.Log(this.transform.name + " is " + "dead"); LV.IncreaseScore(5); if (IsFreezeOn == true) { LV.IncreaseScore(5); } } }
public void TakeDamage(float amount) { health -= amount; //if shot by player and has not noticed, make enemy angry and always chase player if (!hasNoticed) { attackRadius = Vector3.Distance(target.position, transform.position) * 1.15f; Debug.Log("Shot me in the back? Now I'm angry! Attack radius == " + attackRadius); //moveCloserRadius = attackRadius + 20f; //hasNoticed = true; } if (health <= 0f && !isDead)//if health is below zero and is not already dead { Debug.Log("I, " + gameObject.name + " am dead! Distributing bounty..."); isDead = true; //target.IncreaseScore(10); //call level controller to increase score Level01Controller _lc1 = FindObjectOfType <Level01Controller>(); _lc1.IncreaseScore(bounty); if (gameObject.name == "Enemy_BOOS") { _lc1.KillBoss(); } //start death procedure StartCoroutine(Die()); } }
private void OnTriggerEnter(Collider other) { if (other.tag == "Enemy") { _levelController.IncreaseScore(_pointValue); Destroy(other.gameObject); } }
public void TakeDamage(float amount) { health -= amount; if (health <= 0f) { //Die(); StartCoroutine(Die()); Level01Controller _lc1 = FindObjectOfType <Level01Controller>(); _lc1.IncreaseScore(destructionReward); } //explosionGO = Instantiate(explosionEffect, transform.position, transform.rotation); //Destroy(explosionGO, 15f); }
private void OnTriggerEnter(Collider other) { if (other.tag == "Ball") { float randomX = Random.Range(-45f, 45f); float randomZ = Random.Range(-45f, 45f); levelController.IncreaseScore(-1); GameObject temp = Instantiate(ball.gameObject, spawnPoint); temp.transform.position = new Vector3(randomX, 2, randomZ); temp.GetComponent <Ball>().Spawn(); Destroy(other.gameObject); } }
private void OnTriggerEnter(Collider other) { //if collides with enemy and is small enough if (other.gameObject.CompareTag("Player")) { //give score levelController.IncreaseScore(1); //feedback audioSource.Play(); particleSystem.Play(); //delay destroy art.SetActive(false); boxCollider.enabled = false; Destroy(gameObject, 2f); } }
public void TakeDamage(int damage) { if (_currentHealth > 0) { AudioHelper.PlayClip2D(_enemyDamaged, 0.25f); _currentHealth -= damage; } if (_currentHealth <= 0) { AudioHelper.PlayClip2D(_enemyDeath, 0.25f); _levelController.IncreaseScore(_scoreToAdd); _levelController.IncreaseMultiplier(); if (this.CompareTag("Boss")) { _levelController.Victory(); } DestroyObject(); } }
private void OnTriggerEnter(Collider other) { scoreController.IncreaseScore(scoreValue); AudioHelper.PlayClip2D(pickup, 1); Destroy(this.gameObject); }
public void OnDestruction(GameObject destroyer) { controller.IncreaseScore(pointValue); }
public void HitEnemy(Collider enemy) { levelController.IncreaseScore(2); enemy.GetComponent <EnemyController>().EnemyDeath(); //Destroy(enemy.gameObject); }