void Start() { refreshcount(); prefabs.sp.maxValue = maxsp; player1 = new playerstat(); player2 = new playerstat(); player1.hp = starthealth; player2.hp = starthealth; time = timer; prefabs.p1hp.HpBar.maxValue = starthealth; prefabs.p1hp.HpBarLinger.maxValue = starthealth; prefabs.p1hp.SetHpBar(starthealth); prefabs.p2hp.HpBar.maxValue = starthealth; prefabs.p2hp.HpBarLinger.maxValue = starthealth; prefabs.p2hp.SetHpBar(starthealth); player1.sp = 0; player2.sp = 0; inisialisasitabeldamage(); prefabs.sp.maxValue = maxsp; anip1 = prefabs.player1.GetComponent <Animator>(); anip2 = prefabs.player2.GetComponent <Animator>(); anicanvas = prefabs.Canvas.GetComponent <Animator>(); reset(); StartCoroutine(StartBattle()); AudioManager.Instance.PlayAudio("Battle"); }
IEnumerator Pickup(Collider Player) { // Spawn a cool effect Instantiate(pickupEffect, transform.position, transform.rotation); //Apply effect to the player Player.transform.localScale *= multiplier; playerstat stats = Player.GetComponent <playerstat>(); stats.health *= multiplier; //wait x amount of seconds GetComponent <MeshRenderer>().enabled = false; GetComponent <Collider>().enabled = false; yield return(new WaitForSeconds(duration)); // reverse the effect on our player stats.health /= multiplier; //remove game obeject Destroy(gameObject); }