public override void Hurt(float damage)
{
State = EnemyState.ATTACK;
health -= damage;
if (health <= 0) {
Debug.Log ("ENEMY DOWN");
Game.incEnemiesKilled();
Game.incBounty(1);
money.At (transform.position, (int)UnityEngine.Random.Range ((int)(5 * Multiplier.moneyDrop),(int)(11 * Multiplier.moneyDrop)));
HYPECounter.incrementHype(true); //Increment HYPE on kill
if(spawnKey) {
money.keyAt (transform.position);
}
ScoreKeeper.EnemiesKilled += 1; //Increment # of kills in current run
Destroy (gameObject);
}
}