From 347eac775414619c8dd769862e0f3ec653f45dfc Mon Sep 17 00:00:00 2001
From: jasonrivalino <13521008@std.stei.itb.ac.id>
Date: Sat, 11 May 2024 12:07:41 +0700
Subject: [PATCH] fix: shotgun debug for enemy

---
 Assets/_CompletedAssets/Scripts/Weapons/Shotgun.cs | 8 ++++++++
 1 file changed, 8 insertions(+)

diff --git a/Assets/_CompletedAssets/Scripts/Weapons/Shotgun.cs b/Assets/_CompletedAssets/Scripts/Weapons/Shotgun.cs
index c16d970a..daf60ded 100644
--- a/Assets/_CompletedAssets/Scripts/Weapons/Shotgun.cs
+++ b/Assets/_CompletedAssets/Scripts/Weapons/Shotgun.cs
@@ -20,6 +20,7 @@ namespace CompleteProject
         Light gunLight;                                 // Reference to the light component.
         public Light faceLight;								// Duh
         float effectsDisplayTime = 0.2f;                // The proportion of the timeBetweenBullets that the effects will display for.
+        EnemyHealth enemyHealth;                        // Reference to the EnemyHealth script.
 
         void Awake()
         {
@@ -36,6 +37,8 @@ namespace CompleteProject
             weapon= UnityEngine.GameObject.FindGameObjectsWithTag("Shotgun")[0];
             weapon2 = UnityEngine.GameObject.FindGameObjectsWithTag("Shotgun")[1];
 
+            enemyHealth = GetComponent<EnemyHealth>();
+
             // UnUse weapon at init state of game
             UnUseWeapon();
 
@@ -95,10 +98,15 @@ namespace CompleteProject
         IEnumerator DestroyLine(GameObject shootLineObject) { 
             float timeDisplay = timeBetweenAttack* effectsDisplayTime;
 
+            if (enemyHealth.currentHealth <= 0) { 
+                timeDisplay = 0;
+            }
+
             while (timeDisplay > 0) { 
                 timeDisplay-= Time.deltaTime;
                 yield return null;
             }
+            
             shootLineObject.GetComponent<LineRenderer>().enabled = false;
             Destroy(shootLineObject);
         }
-- 
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