![deathcounter and soundboard deathcounter and soundboard](https://windows-cdn.softpedia.com/screenshots/Deathcounter-and-Soundboard_5.png)
We are using this for a drama class assignment, and we are doing a radio script.
#DEATHCOUNTER AND SOUNDBOARD MAC#
I work on a PC, but I do envisage having a Mac for the actual show - It just would not work with the C:\ type of pathsģ) Notes could do with a bigger area and some fancy formatting options (bigger font for instance). Right now, it's not working for me (exporting nothing only creating 0 byte standby / ready files)Ģ) There is an open ticket pertaining to relative / absolute paths - This still relates to Package Show in fact. My suggestions for improvements, referring to version 2.0.8b (at time of writing this review)ġ) For true portability, the Package Show needs to be working well. This has potential and I think the developer might do with some help so if anyone into Java, please give him a hand. When debugging the counter seems to go to 1 and then every kill after that just stays at 1 again.I was initially going to cook up a SoundBoard like program, but this does the job well for what I currently need it for. Increase the score by the enemy's score value.Īll of the 3 enemies in the game have this script attached on their prefabs so they behave in the same way, so I cannot see why the counter will not increment when an enemy is destroyed. Find the rigidbody component and make it kinematic (since we use Translate to sink the enemy). If the current health is less than or equal to zero.
![deathcounter and soundboard deathcounter and soundboard](http://ahkong.net/wp-content/uploads/2013/01/death-count-02.jpg)
Set the position of the particle system to where the hit was sustained. Reduce the current health by the amount of damage sustained. no need to take damage so exit the function. Public void TakeDamage (int amount, Vector3 hitPoint) Transform.Translate (-Vector3.up * sinkSpeed * ltaTime) move the enemy down by the sinkSpeed per second. Setting the current health when the enemy first spawns. HitParticles = GetComponentInChildren () ParticleSystem hitParticles // Reference to the particle system that plays when the enemy is damaged.ĬapsuleCollider capsuleCollider // Reference to the capsule collider.īool isSinking // Whether the enemy has started sinking through the floor. Public AudioClip deathClip // The sound to play when the enemy dies.Īnimator anim // Reference to the animator.ĪudioSource enemyAudio // Reference to the audio source.
![deathcounter and soundboard deathcounter and soundboard](https://www.picochip.com/wp-content/uploads/Listen-To-This-Device-Mic-To-CABLE-Input-619x413-300x200.jpg)
Public int scoreValue = 10 // The amount added to the player's score when the enemy dies. Public float sinkSpeed = 2.5f // The speed at which the enemy sinks through the floor when dead. Public int currentHealth // The current health the enemy has. Public bool isDead // Whether the enemy is dead. Public int startingHealth = 100 // The amount of health the enemy starts the game with.
#DEATHCOUNTER AND SOUNDBOARD CODE#
the code below shows the enemyHealth class using UnityEngine in this health script i am attempting to increase a counter every time an enemy dies. Hi in this game that i am trying to modify there are 3 different types of enemies all with the same enemyHealth script.