Tuesday, June 14, 2016

Thursday, June 9, 2016

Design Document

If you have the chance fill out parts of the document
https://drive.google.com/file/d/0B9Djz2xh-c2bVDB0UmNrME1ILUU/view?usp=sharing

(If you can't get the link to work go to the dropbox it should be there or you can go on the MAA)

Saturday, May 14, 2016

UI (Having Problems)

For some reason im having problems with the UI. Whenever I finish the whole UI, save file, exit out of the file, and come back into the file, only half of my UI shows and not rest of the work I did with UI. I will keep working on it and hopefully I can fix this problem.

Thursday, May 12, 2016

Google Drive

https://drive.google.com/drive/folders/0B_H1X-0DsSBUWWpfVHdUQTFDNEk

Tuesday, May 3, 2016

Link to the level

https://drive.google.com/file/d/0B9u6tGHszDlPS2F3SjNjQ3FHam8/view?usp=sharing

EnemyHealth Script

using UnityEngine;

public class EnemyHealth : MonoBehaviour
{
                public int startingHealth = 100;       // The amount of health the enemy starts the game with.
                public int currentHealth;              // The current health the enemy has.
    //public float sinkSpeed = 2.5f;
                public int scoreValue = 10;            // The amount added to the player's score when the enemy dies.
    //public AudioClip deathClip;


                Animator m_animator;                    // Reference to the animator.
    //AudioSource m_enemyAudio;
                ParticleSystem m_hitParticles;          // Reference to the particle system that plays when the enemy is damaged.
                CapsuleCollider m_capsuleCollider;      // Reference to the capsule collider.
                bool isDead;                            // Whether the enemy is dead.
    //bool isSinking;


    void Awake ()
    {
                                // Setting up the references.
        m_animator = GetComponent <Animator> ();
        m_hitParticles = GetComponentInChildren <ParticleSystem> ();
        m_capsuleCollider = GetComponent <CapsuleCollider> ();

                       // Setting the current health when the enemy first spawns
                          currentHealth = startingHealth;
    }




    public void TakeDamage (int amount, Vector3 hitPoint)
    {
                                // If the enemy is dead...
                                if(isDead)
                                                // ... no need to take damage so exit the function.
                                                return;

                                //m_enemyAudio.Play ();

                                // Reduce the current health by the amount of damage sustained.
        currentHealth -= amount;
           
                                // Set the position of the particle system to where the hit was sustained.
                                m_hitParticles.transform.position = hitPoint;
       
                                // And play the particles.
                                m_hitParticles.Play();

                                // If the current health is less than or equal to zero...
                                if(currentHealth <= 0)
        {
                                                // ... the enemy is dead.
                                                Death ();
        }
    }


    void Death ()
    {
                                // ... the enemy is dead.
                                isDead = true;

                                // Turn the collider into a trigger so shots can pass through it.
                                m_capsuleCollider.isTrigger = true;

                                // Tell the animator that the enemy is dead.
                                m_animator.SetTrigger ("Dead");

        //m_enemyAudio.clip = deathClip;
        //m_enemyAudio.Play ();
                                ScoreManager.score += scoreValue;
    }



}