public void Die() { Debug.Log($"{name} has died!"); Destroy(gameObject, 2f); Rigidbody rb = GetComponent <Rigidbody>(); if (rb) { rb.constraints = RigidbodyConstraints.None; } if (_killSound) { _killSound.PlayAudio(); } }
void Update() { if (Input.GetKeyDown(KeyCode.Space)) { _jumpSound.PlayAudio(); } if (Input.GetKeyDown(KeyCode.A) || Input.GetKeyDown(KeyCode.D) || Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.S)) { _run.PlayAudio(); } else if (Input.GetKeyUp(KeyCode.A) || Input.GetKeyUp(KeyCode.D) || Input.GetKeyUp(KeyCode.W) || Input.GetKeyUp(KeyCode.S)) { _run.StopAudio(); } }
public void Hit(int damage) { hitPoints = Math.Max(hitPoints - damage, 0); Debug.Log($"{name} was hit for {damage} damage!"); if (_healthBar) { _healthBar.SetHealth(hitPoints); } if (IsDead()) { Die(); } else if (_damageSound) { _damageSound.PlayAudio(); } }