示例#1
0
        public void Die(float vibDuration = 1.0f, float vibStrength = 2.0f)
        {
            AkSoundEngine.PostEvent("Play_Death", gameObject);

            VibrationManager.AddVibrateRight(vibStrength, vibDuration);

            if ((swarm.ShrinkUnits + swarm.units.Count) > 1)
            {
                if (swarm.ShrinkUnits > 0)
                {
                    swarm.ShrinkUnits--;
                }
                else
                {
                    swarm.units[0].Die();
                }
            }
            else
            {
                swarm.ShrinkUnits = 0;
                swarm.units.Clear();
                Destroy(gameObject);
            }
            ScoreManager.nbPyuKilled++;
        }
示例#2
0
        void lowerPV()
        {
            pv--;
            VibrationManager.AddVibrateRight(vibStrength, vibDuration);
            AkSoundEngine.PostEvent("Play_CoeurHit", gameObject);

            if (pv <= 0)
            {
                //stop pyus from colliding with boss when dead
                Collider2D bossColl = GetComponent <Collider2D>();
                bossColl.enabled = false;

                foreach (partController part in parts)
                {
                    Collider2D pColl = part.GetComponent <Collider2D>();
                    pColl.enabled = false;
                }

                bossExpl.SetTrigger("explode");
                isDying      = true;
                dieStartTime = Time.time;
                dieDuration  = 1f;
                Invoke("End", 2.0f);

                //Spawn a item that when hit, brings you to win screen
                GameObject goec = Instantiate(endCristalPrefab, new Vector3(0.0f, 0.0f, 0.0f), Quaternion.identity, transform);
                //Add tuto part
                EndCristal ec = goec.transform.GetComponent <EndCristal>();
                ec.tutorial = Tutorial;
                //Destroy(this.gameObject);
            }
            else
            {
                //INSERER SON DEGAT SUR BOSS
            }
        }