Animation tweaks and enemy tag

This commit is contained in:
kimrdd 2024-02-04 02:36:52 +01:00
parent e0e2e1c6d7
commit 4e4c4eff5d
2 changed files with 0 additions and 9 deletions

View File

@ -254,12 +254,8 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 1fdfc885f1a69704b893825cf9e616ba, type: 3} m_Script: {fileID: 11500000, guid: 1fdfc885f1a69704b893825cf9e616ba, type: 3}
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
<<<<<<< Updated upstream
maxHealth: 100 maxHealth: 100
damageTickDelay: 1 damageTickDelay: 1
=======
maxHealth: 1
>>>>>>> Stashed changes
OnHealthZero: OnHealthZero:
m_PersistentCalls: m_PersistentCalls:
m_Calls: [] m_Calls: []

View File

@ -17,15 +17,10 @@ public class EnemyAnimationHandler : MonoBehaviour
} }
void EnemyDie() void EnemyDie()
{ {
<<<<<<< Updated upstream
GetComponent<Collider2D>().enabled = false; GetComponent<Collider2D>().enabled = false;
GetComponent<NavMeshAgent>().enabled = false; GetComponent<NavMeshAgent>().enabled = false;
StartCoroutine(AnimationDie()); StartCoroutine(AnimationDie());
=======
if (!isDying)
StartCoroutine(AnimationDie());
>>>>>>> Stashed changes
} }
IEnumerator AnimationDie() IEnumerator AnimationDie()