private CharacterController player; // Charachter controler do player void Update() { // caso o player nao seja nulo ele entra dentro dessa condiçao if (player != null) { // se o player estiver no chao if (player.isGrounded) { //Pega o componente MovimentoControlKeyboard e desabilita a Script MovimentControl _player = GameObject.Find("Jumba").GetComponent <MovimentControl>(); _player.enabled = false; if (!callDirector) { Director.sharedDirector().endScene(Director.SceneEndedStatus.won); this.callDirector = true; } // se animaçao de Focus for igual a "true" instancia o prefab da animaçao if (this.aFocus) { GameObject _focus = Instantiate(focusAnimation, focusAnimation.transform.position, Quaternion.identity) as GameObject; _focus.transform.parent = GameObject.Find("Main Camera").transform; _focus.transform.localPosition = focusAnimation.transform.position; this.aFocus = false; } } } }
public static event Action <Transform> goBackEvent; // Event to do dragon goes back #endregion void Start() { player = GameObject.Find("Jumba").transform; playerMovement = player.GetComponent <MovimentControl>(); rayTransform = transform.GetChild(0).GetChild(1); particle = rayTransform.GetComponent <ParticleSystem>(); collider = rayTransform.GetComponent <Collider>(); enemylsCollision = rayTransform.GetComponent <EnemylsCollision>(); ray = rayTransform.GetComponent <LineRenderer>(); }