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@JonathanYin
Created October 28, 2017 22:05
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using UnityEngine;
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 = 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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