void CollideWithPlayer() { bool isGate; if (transform.position.y > 1.5f) { isGate = true; } else { isGate = false; } if (!isGate || !squat.isSquatting) { if ((Mathf.Abs(transform.position.z - movement.moveForward) < (bounds.size.z / 2 + 0.5f)) && (jump.playerHeight <= (transform.position.y + (bounds.size.y / 2 + 1.0f))) && (jump.playerHeight >= (transform.position.y - (bounds.size.y / 2 + 1.0f))) && (Mathf.Abs(transform.position.x - movement.transform.position.x) < (bounds.size.x / 2f + 0.5f))) { hud.points -= 25.0000f; if (!squat.isSquatting) { flash.VisualHit(); Destroy(this); } else { squat.isSquatting = false; flash.VisualHit(); Destroy(this); } } } }
void CollideWithPlayer() { bool isGate; if (transform.position.y > 1.5f) { isGate = true; } else { isGate = false; } if (!isGate || !squat.isSquatting) { if ((Mathf.Abs(transform.position.z - movement.moveForward) < (bounds.size.z / 2 + 0.5f)) && (jump.playerHeight < (transform.position.y + (bounds.size.y / 2 + 1.0f))) && (jump.playerHeight >= (transform.position.y - (bounds.size.y / 2 + 1.0f))) && (Mathf.Abs(transform.position.x - movement.transform.position.x) < (bounds.size.x / 2 + 0.5f))) { flash.VisualHit(); if (!squat.isSquatting && !movement.isPaused) { StartCoroutine(Flash()); } } } }
void Dopunch() { foreach (GameObject block in blocks) { HitBlocks hit = block.GetComponent <HitBlocks>(); if ((Mathf.Abs(block.transform.position.z - movement.moveForward) <= 5.0f) && !hit.wallPunch) { if (((movement.leftHand.z < (movement.leftShoulder.z - 0.2f)) && (leftHandDif < -0.05f)) || ((movement.rightHand.z < (movement.rightShoulder.z - 0.2f)) && (rightHandDif < -0.05f))) { hit.wallPunch = true; } if ((Mathf.Abs(block.transform.position.z - movement.moveForward) <= 1.0f) && !hit.wallPunch) { hud.points -= (10.0000f / ((float)(blocks.Length))); hit.VisualHit(); flash.VisualHit(); } } } }