IEnumerator Slow() { //Debug.LogError ("No Grape found? PANIC!"); temp = enemies[0].GetComponent <EnemyAI1>(); temp.speed = 50f; temp.speed1 = 0.1f; temp = enemies[1].GetComponent <EnemyAI1>(); temp.speed = 50f; temp.speed1 = 0.1f; temp1 = enemies[2].GetComponent <GhostMovement1>(); temp1.speed = 0.1f; temp1 = enemies[3].GetComponent <GhostMovement1>(); temp1.speed = 0.1f; Debug.Log(temp.speed); yield return(new WaitForSeconds(7.0f)); temp = enemies[0].GetComponent <EnemyAI1>(); temp.speed = 100f; temp.speed1 = 0.2f; temp = enemies[1].GetComponent <EnemyAI1>(); temp.speed = 100f; temp.speed1 = 0.2f; temp1 = enemies[2].GetComponent <GhostMovement1>(); temp1.speed = 0.2f; temp1 = enemies[3].GetComponent <GhostMovement1>(); temp1.speed = 0.2f; Destroy(gameObject); }
IEnumerator MyMethod() { temp = enemies [0].GetComponent <EnemyAI1> (); temp.canmove1 = false; temp = enemies [1].GetComponent <EnemyAI1> (); temp.canmove1 = false; temp1 = enemies [2].GetComponent <GhostMovement1> (); temp1.canmove = false; temp1 = enemies [3].GetComponent <GhostMovement1> (); temp1.canmove = false; Restart(); yield return(new WaitForSeconds(0.5f)); Restart(); yield return(new WaitForSeconds(8.0f)); temp = enemies[0].GetComponent <EnemyAI1>(); temp.canmove1 = true; temp.canmove = true; temp = enemies[1].GetComponent <EnemyAI1>(); temp.canmove1 = true; temp.canmove = true; ///////////////////////////////////////////////// temp1 = enemies[2].GetComponent <GhostMovement1>(); temp1.canmove = true; temp1 = enemies[3].GetComponent <GhostMovement1>(); temp1.canmove = true; Destroy(gameObject); }
// Update is called once per frame void OnTriggerEnter2D(Collider2D co) { Vector2 a = transform.position; if (co.name == "pacman") { //Destroy (co.gameObject); if (Lives == 3) { Lives--; Destroy(Life[0]); PlayDeath(); } else if (Lives == 2) { Lives--; Destroy(Life[1]); PlayDeath(); } else { Lives--; Destroy(Life[2]); PlayDeath(); } if (Lives == 0) { StartCoroutine(Level()); } StartCoroutine(MyMethod()); temp = enemies[0].GetComponent <EnemyAI1>(); temp.cur = 0; temp = enemies[1].GetComponent <EnemyAI1>(); temp.cur = 0; temp1 = enemies[2].GetComponent <GhostMovement1>(); temp1.cur = 0; temp1 = enemies[3].GetComponent <GhostMovement1>(); temp1.cur = 0; } //Destroy(target); /*if (co.name == "wayPoint") { * Vector2 a=transform.position; * a.x=35; * co.gameObject.transform.position=a; * }*/ }
// Use this for initialization void OnTriggerEnter2D(Collider2D other) { if (other.name == "pacman") { Vector2 a = transform.position; a.x = 100; a.y = 100; transform.position = a; StartCoroutine(MyMethod()); temp = enemies[0].GetComponent <EnemyAI1>(); temp.cur = 0; temp = enemies[1].GetComponent <EnemyAI1>(); temp.cur = 0; temp1 = enemies[2].GetComponent <GhostMovement1>(); temp1.cur = 0; temp1 = enemies[3].GetComponent <GhostMovement1>(); temp1.cur = 0; } }
IEnumerator MyMethod() { Debug.Log("Here"); temp = enemies[0].GetComponent <EnemyAI1>(); temp.canmove1 = false; temp = enemies[1].GetComponent <EnemyAI1>(); temp.canmove1 = false; temp1 = enemies[2].GetComponent <GhostMovement1>(); temp1.canmove = false; temp1 = enemies[3].GetComponent <GhostMovement1>(); temp1.canmove = false; Restart(); yield return(new WaitForSeconds(0.5f)); Restart(); yield return(new WaitForSeconds(3.5f)); Vector2 a = transform.position; a.x = 6.37f; a.y = -28.7f; enemies [4].transform.position = a; temp = enemies[0].GetComponent <EnemyAI1>(); temp.canmove1 = true; temp.canmove = true; temp = enemies[1].GetComponent <EnemyAI1>(); temp.canmove1 = true; temp.canmove = true; ///////////////////////////////////////////////// temp1 = enemies[2].GetComponent <GhostMovement1>(); temp1.canmove = true; temp1 = enemies[3].GetComponent <GhostMovement1>(); temp1.canmove = true; //temp = enemies[3].GetComponent<EnemyAI>(); //temp.canmove1=true; }