private IEnumerator ShieldTemporarily(DestroyOnTrigger2D destroyComponent)
 {
     destroyComponent.enabled = false;
     for (float i = duration; i > 0; i--) {
         Debug.Log("Shield: " + i + " seconds remaining!");
         yield return new WaitForSeconds(1);
     }
     Debug.Log("Shield gone!");
     destroyComponent.enabled = true;
 }
Example #2
0
    private IEnumerator ShieldTemporarily(DestroyOnTrigger2D destroyComponent)
    {
        destroyComponent.enabled = false;
        yield return(player.Fade(duration));

        if (player != null)
        {
            player.ShieldsActive(false);
        }
        Debug.Log("Shield gone!");
        destroyComponent.enabled = true;
    }
 private IEnumerator ShieldTemporarily(DestroyOnTrigger2D destroyComponent, GameObject shield)
 {
     shield.SetActive(true);
     destroyComponent.enabled = false;
     for (float i = duration; i > 0; i--)
     {
         Debug.Log("Shield: " + i + " seconds remaining!");
         yield return(new WaitForSeconds(1));
     }
     Debug.Log("Shield gone!");
     destroyComponent.enabled = true;
     shield.SetActive(false);
 }
Example #4
0
 private IEnumerator ShieldTemporarily(DestroyOnTrigger2D destroyComponent)
 {
     destroyComponent.enabled = false;
     for (float i = duration; i > 0; i--)
     {
         Debug.Log("ExtraShot: " + i + " seconds remaining!");
         yield return(new WaitForSeconds(1));
     }
     if (player != null)
     {
         player.PowerupActive(false);
     }
     Debug.Log("ExtraShot is gone!");
     destroyComponent.enabled = true;
 }
Example #5
0
 // Start is called before the first frame update
 void Start()
 {
     DestoryScript         = gameObject.GetComponent <DestroyOnTrigger2D>();
     DestoryScript.enabled = false; // Pause script
 }