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EnemyHealth.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(CapsuleCollider))]
[RequireComponent(typeof(ParticleSystem))]
public class EnemyHealth : MonoBehaviour
{
public int startingHealth = 100;
public int currentHealth;
public float sinkSpeed = 2.5f;
public int scoreValue = 10;
public AudioClip deathClip;
Animator anim;
AudioSource enemyAudio;
ParticleSystem hitParticles;
CapsuleCollider capsuleCollider;
bool isDead;
bool isSinking;
void Awake()
{
//anim = GetComponent<Animator>();
//enemyAudio = GetComponent<AudioSource>();
hitParticles = GetComponent<ParticleSystem>();
capsuleCollider = GetComponent<CapsuleCollider>();
currentHealth = startingHealth;
}
void Update()
{
if (isSinking)
{
transform.Translate(-Vector3.up * sinkSpeed * Time.deltaTime);
}
}
public void TakeDamage(int amount, Vector3 hitPoint)
{
if (isDead)
return;
currentHealth -= amount;
//hitParticles.transform.position = hitPoint;
hitParticles.Stop();
hitParticles.Play();
if(currentHealth <= 0)
{
Death();
}
}
void Death()
{
isDead = true;
capsuleCollider.isTrigger = true;
StartSinking();
//anim.SetTrigger("Dead");
//enemyAudio.clip = deathClip;
//enemyAudio.Play();
}
public void StartSinking()
{
GetComponent<NavMeshAgent>().enabled = false;
GetComponent<Rigidbody>().isKinematic = true;
isSinking = true;
//Destroy(gameObject, 2f);
Destroy(gameObject);
}
}