Ejemplo n.º 1
0
    public void GETriggerExit(GroundEffect.Name name, bool burn)
    {
        switch (name)
        {
        case GroundEffect.Name.Oil:
            iamInOil = false;
            decreaseSpeedIamInOil = 0;
            CalculatedMovementSpeed();
            if (burn == true)
            {
                iamInFire = false;
            }
            //col.GetComponent<GroundEffect>().FireOil();
            break;

        case GroundEffect.Name.Water:
            iamInWater = false;
            decreaseSpeedIamInWater = 0;
            break;
        }
    }
Ejemplo n.º 2
0
    public void GETriggerStay(Collider2D col, GroundEffect.Name name, float startDurationFWO, float decreaseSpeed, bool burn, int damagePerTickFire)
    {
        switch (name)
        {
        case GroundEffect.Name.Oil:
            iamInOil = true;
            if (decreaseSpeedIamInOil != decreaseSpeed)
            {
                decreaseSpeedIamInOil = decreaseSpeed;
                CalculatedMovementSpeed();
            }
            if (timeIamInOil != startDurationFWO)    //startTimeIamInOil) {
            {
                timeIamInOil = startDurationFWO;     // startTimeIamInOil;
            }
            OnFire(col, burn, startDurationFWO, damagePerTickFire);
            break;

        case GroundEffect.Name.Water:
            OnWater(startDurationFWO, decreaseSpeed, col);
            break;
        }
    }
Ejemplo n.º 3
0
    public void GETriggerEnter(Collider2D col, GroundEffect.Name name, float startDurationFWO, float decreaseSpeed, bool burn, int damagePerTickFire)
    {
        switch (name)   //GameObject gameObj
        {
        case GroundEffect.Name.Oil:
            timeIamInOil = startDurationFWO;    //startTimeIamInOil;
            iamInOil     = true;
            if (durationTimeIamInWater > 0)
            {
                timeIamInWater     = 0;
                timeIamInWaterBomb = 0;
                CalculatedWaterDuration();
            }
            decreaseSpeedIamInOil   = decreaseSpeed;
            decreaseSpeedIamInWater = 0f;
            CalculatedMovementSpeed();
            OnFire(col, burn, startDurationFWO, damagePerTickFire);
            break;

        case GroundEffect.Name.Water:
            OnWater(startDurationFWO, decreaseSpeed, col);
            break;
        }
    }