public void TakeDamage(int amountDamage) { currentHealth -= amountDamage; if (currentHealth < 0) { Vector3 xyz = new Vector3(0, -180, 0); GameObject particle = Instantiate(particleEffect, transform.position, Quaternion.Euler(xyz)); purse.AddCash(cashPoints); //add cash to purse DeathEvent.Invoke(); ///notify towers that I am killed Destroy(this.gameObject); //Get rid of object Destroy(particle, 2f); enemyCount -= 1; Debug.Log(enemyCount); /*if(enemyCount == 0) * { * GameObject.FindGameObjectWithTag("Enemy").GetComponent<Enemy>().over(); * }*/ } else { healthBar.Damage(currentHealth, startingHealth); } }
public void TakeDamage(int amount) { health -= amount; if (health <= 0) { message.AddCash(amount); Destroy(this.gameObject); } else { healthBar.Damage(health, startingHealth); } }
public void TakeDamage(int amountDamage) { currentHealth -= amountDamage; StartCoroutine(FlashColor()); if (currentHealth < 0) { purse.AddCash(cashPoints); Destroy(this.gameObject); } else { healthBar.Damage(currentHealth, startingHealth); } }
public void TakeDamage(int amountDamage) { currentHealth -= amountDamage; if (currentHealth <= 0) { purse.AddCash(cashPoints); // Add cash to purse //DeathEvent.Invoke(); // Notify towers that I am killed Destroy(this.gameObject); // Get rid of object } else { healthBar.Damage(currentHealth, startingHealth); } }