//////////////////////////////////////////////////////////////////////////////////////////////////////////////// /// <summary> // Called each frame. /// </summary> protected override void Update() { base.Update(); // object is active in the world if (_ObjectState == WorldObjectStates.Active && IsAlive()) { // Show the healthbar ///if (_HealthBar != null) { _HealthBar.gameObject.SetActive(true); } // Create a healthbar if the unit doesn't have one linked to it ///else { CreateHealthBar(this, _Player.PlayerCamera); } // Update current shield hitpoints based on the spire hitpoints float points = 0; for (int i = 0; i < Spires.Count; i++) { points += Spires[i].GetHitPoints(); } _ShieldPoints = points; } // Always show the active state mesh if (ActiveState != null) { ActiveState.SetActive(true); } }
void OnTriggerExit(Collider other) { if (other.CompareTag("Player")) { Debug.Log("Player not near car anymore"); playerInsideTrigger = false; ActiveState.SetActive(GlobalHandler.Instance.upArrow, false); } }
void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) { playerInsideTrigger = true; //Show Up Arrows ActiveState.SetActive(GlobalHandler.Instance.upArrow, true); } }
void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) { Debug.Log("Player near copier"); playerInsideTrigger = true; //Show Help - Up Arrows ActiveState.SetActive(GlobalHandler.Instance.upArrow, true); } }
void PlayerOutside(bool force) { if (SneakerPlayer.mySecretPlace == gameObject || force) { ActiveState.SetActive(GlobalHandler.Instance.upArrow, false); // Reset copier display copierSpriteAnimation.SetAnimation("idle"); hidden = false; SneakerPlayer.mySecretPlace = null; } }
void PlayerOutside() { playerInsideTrigger = false; playerRb.useGravity = true; //player.mySecretPlace = null; ActiveState.SetActive(GlobalHandler.Instance.upArrow, false); ActiveState.SetActive(GlobalHandler.Instance.downArrow, false); // Sound set if (GlobalHandler.Instance.fxSource.isPlaying) { GlobalHandler.Instance.fxSource.Stop(); } GlobalHandler.Instance.fxSource.loop = false; // */ }
// Use this for initialization public virtual void Start() { player = GameObject.FindGameObjectWithTag("Player"); triggerSphere = GetComponent <SphereCollider>(); initialPosition = transform.position; mySource = GetComponent <AudioSource>(); myRenderer = GetComponent <Renderer>(); currentLevelIndex = 0; if (player == null || triggerSphere == null) { ActiveState.SetActive(gameObject, false); } UpdateLevelMonsterData(); }
void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) { Debug.Log("Player near ladder"); playerInsideTrigger = true; playerRb.useGravity = false; //player.mySecretPlace = gameObject; //Show Up and Down Arrows //GlobalHandler.Instance.help.transform.position = GlobalHandler.Instance.player.transform.position; ActiveState.SetActive(GlobalHandler.Instance.downArrow, true); ActiveState.SetActive(GlobalHandler.Instance.upArrow, true); // Sound set if (GlobalHandler.Instance.fxSource.isPlaying) { GlobalHandler.Instance.fxSource.Stop(); } GlobalHandler.Instance.fxSource.loop = true; GlobalHandler.Instance.fxSource.clip = ladderStep; } }