// Use this for initialization void Start() { playerStateEffect = gameObject.GetComponentInChildren <PlayerStateEffect>(); audioScript = GameObject.FindGameObjectWithTag("AudioManager").GetComponent <AudioScript>(); movement = GetComponent <PhysicMovement1>(); LevelCam = GameObject.FindWithTag("MainCamera").GetComponent <MultiTargetCamera>(); LevelCam.AddTarget(transform); roundManager = GameObject.Find("GameManager1").GetComponent <RoundManager>(); vfxWin = this.gameObject.transform.Find("VFX_Win").gameObject.GetComponent <ParticleSystem>(); vfxWin2 = this.gameObject.transform.Find("VFX_Win2").gameObject.GetComponent <ParticleSystem>(); currHealth = maxHealth; roundManager.alivePlayers.Add(this.gameObject); currentState = PLAYER_STATE.ALIVE; SetPlayerState(); SetColor(); }
void OnCollisionEnter(Collision collider) { if (collider.gameObject.tag == "Player") { physicMovement = collider.gameObject.GetComponent <PhysicMovement1>(); physicMovement.StopAllCoroutines(); physicMovement.edgeRecovery = false; physicMovement.RecoveryTimer(3); rb = collider.gameObject.GetComponent <Rigidbody>(); anim.SetTrigger("Bump"); Vector3 dir = collider.contacts[0].point - transform.position; dir = dir.normalized; rb.AddForce(dir * force); playSound(); } }