public override IEnumerator UseItem(GameObject itemUsed, GameObject player) { playerMove = player.GetComponent <EightWayMovement>(); playerMove.walkingspeed *= speedDecrease; playerMove.SetRun(false); inUse = true; PlayerBoxCollider = itemUsed.GetComponent <BoxCollider>(); m_ScaleX = 1.0f; m_ScaleY = 1.0f; m_ScaleZ = 1.0f; itemUsed.SetActive(true); PlayerBoxCollider.center = PlayerBoxCollider.center = new Vector3(0, 0, -0.2f); m_ScaleZ = 0.5f; while (!Input.GetButtonUp(InputType)) { PlayerBoxCollider.size = new Vector3(m_ScaleX, m_ScaleY, m_ScaleZ); yield return(new WaitForFixedUpdate()); } itemUsed.SetActive(false); m_ScaleZ = 1.0f; PlayerBoxCollider.center = PlayerBoxCollider.center = new Vector3(0, 0, 0); playerMove.SetRun(true); playerMove.walkingspeed /= speedDecrease; inUse = false; }
private void OnTriggerExit(Collider other) { if (other.CompareTag("Player")) { if (playerWeapon == null) { playerWeapon = other.GetComponent <Weapon_Manager>(); } if (playerMovement == null) { playerMovement = other.GetComponent <EightWayMovement>(); } playerWeapon.EnableWeapons(); inRange = false; } }
public override IEnumerator UseItem(GameObject itemUsed, GameObject player) { inUse = true; itemUsed.SetActive(true); playerMove = player.GetComponent <EightWayMovement>(); playerMove.walkingspeed = playerMove.walkingspeed * speedDecrease; playerMove.SetRun(false); yield return(new WaitForSeconds(swordactive)); playerMove.walkingspeed = playerMove.walkingspeed / speedDecrease; playerMove.SetRun(true); itemUsed.SetActive(false); yield return(new WaitForSeconds(coolDownTime)); inUse = false; }
private void Start() { jump = gameObject.AddComponent <Jump>(); jump.SetVals(jumpSpeed, MAX_JUMPS, wallJump, this); eightWayMovement = gameObject.AddComponent <EightWayMovement>(); eightWayMovement.SetVals(walkingspeed, turnSpeed, RunningSpeed); dash = gameObject.AddComponent <Dash>(); dash.SetVals(DashSpeed, dashDuration); weaponManager = gameObject.AddComponent <Weapon_Manager>(); weaponManager.SetVals(InputType, items, gameObject, WeaponAttackObj, powerUpTime); playerHealth = gameObject.AddComponent <PlayerHealth>(); playerHealth.SetVals(health, numOfHearts, hearts, fullHeart, emptyHeart); playerPickup = gameObject.AddComponent <Player_Pickup>(); playerPickup.SetVals(SnapZone, throwForce, this); vehicle = gameObject.AddComponent <GetIntoVehicle>(); vehicle.SetVal(this); pushScript = gameObject.AddComponent <Pushing_Script>(); pushScript.SetVals(pushSpeed, this); }