void Possess(PossessMessage message) { // Eject the currently possessed body if we want to possess someone else. if (possessed != null) { EjectPossessedBody(false); } // Move to the possessed's location. transform.position = message.possessed.transform.position; GetComponent<SpriteRenderer>().sprite = message.possessed.GetComponent<SpriteRenderer>().sprite; possessed = message.possessed; // Display the possess effect. Instantiate(effect, transform.position, Quaternion.identity); }
void Possess(PossessMessage message) { // Eject the currently possessed body if we want to possess someone else. if (possessed != null) { EjectPossessedBody(false); } // Move to the possessed's location. transform.position = message.possessed.transform.position; GetComponent <SpriteRenderer>().sprite = message.possessed.GetComponent <SpriteRenderer>().sprite; GetComponent <Animator>().runtimeAnimatorController = message.possessed.GetComponent <Animator>().runtimeAnimatorController; possessed = message.possessed; // Display the possess effect. Instantiate(effect, transform.position, Quaternion.identity); //allow door control doorControl = true; }
public void Dispossess(PossessMessage message) { // Display the possess effect. Instantiate(effect, transform.position, Quaternion.identity); // Revert to the Player's original sprite. GetComponent<SpriteRenderer>().sprite = originalSprite; GetComponent<SpriteRenderer>().color = Color.white; lerpControl = 0; if (message.possessed.GetComponent<Enemy>().enemyType == Enemy.EnemyType.Scientist) { Instantiate(deadScientist, transform.position, Quaternion.identity); } if (message.possessed.GetComponent<Enemy>().enemyType == Enemy.EnemyType.Soldier) { Instantiate(deadSoldier, transform.position, Quaternion.identity); } possessed = null; }
public void Dispossess(PossessMessage message) { // Display the possess effect. Instantiate(effect, transform.position, Quaternion.identity); // Revert to the Player's original sprite. GetComponent <Animator>().runtimeAnimatorController = originalAnimator; GetComponent <SpriteRenderer>().sprite = originalSprite; GetComponent <SpriteRenderer>().color = Color.white; lerpControl = 0; if (message.possessed.GetComponent <Enemy>().enemyType == Enemy.EnemyType.Scientist) { Instantiate(deadScientist, transform.position, Quaternion.identity); } if (message.possessed.GetComponent <Enemy>().enemyType == Enemy.EnemyType.Soldier) { Instantiate(deadSoldier, transform.position, Quaternion.identity); } possessed = null; doorControl = false; }