Example #1
0
 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;
 }
Example #2
0
 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;
     }
 }
Example #3
0
    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);
 }