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@Curookie
Created December 19, 2017 10:08
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyHPCtrl : 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 = GetComponentInChildren<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;
enemyAudio.Play();
currentHealth -= amount;
hitParticles.transform.position = hitPoint;
hitParticles.Play();
if (currentHealth <= 0)
{
Death();
}
}
void Death()
{
isDead = true;
capsuleCollider.isTrigger = true;
anim.SetTrigger("Dead");
enemyAudio.clip = deathClip;
enemyAudio.Play();
}
public void StartSinking()
{
GetComponent<UnityEngine.AI.NavMeshAgent>().enabled = false;
GetComponent<Rigidbody>().isKinematic = true;
isSinking = true;
//ScoreManager.score += scoreValue;
Destroy(gameObject, 2f);
}
}
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