private IEnumerator StartLoseCycle() { yield return(new WaitForSeconds(0.2f)); var CameraControl = Camera.main.GetComponent <CameraController>(); InputManager.CanReadInput = false; //Fade In Out and teleport player StartCoroutine(CameraControl.FadeIn(0.5f, 0.05f)); while (CameraControl.fading) { yield return(new WaitForEndOfFrame()); } StartCoroutine(CameraControl.FadeOut(0.5f, 0.05f)); HealingInteractable Healpoint = Main.Instance.SceneMgr.ActiveSceneParam.SceneHealLocation; PlayerControl.Teleport(Healpoint.Location); PlayerControl.Turn(Healpoint.direction, PlayerControl.PlayerSprite, this.GetComponent <Animator>()); yield return(new WaitForSeconds(0.5f)); InputManager.CanReadInput = true; PlayerControl.HandleInteraction(); }
private void OnTriggerStay(Collider collision) { if (currentInterraction == null) { return; } currentInterraction.Interact(); HealingInteractable healingInteractable = currentInterraction as HealingInteractable; if (healingInteractable != null) { healingInteractable.isHealing = false; } }
private void OnTriggerStay(Collider collision) { if (currentInterraction == null) { return; } if (Input.GetKey(KeyCode.E)) { currentInterraction.Interact(); HealingInteractable healingInteractable = currentInterraction as HealingInteractable; if (healingInteractable != null) { healingInteractable.isHealing = true; } } }