// Use this for initialization void Start() { direction = Player.FaceDirection.Left; hitdelay = Time.time + hitRate; nextFireTime = Time.time + fireRate; }
void OnTriggerEnter(Collider col) { if (col.tag == "enemybound") { direction = (Player.FaceDirection)(-(int)direction); } }
void OnCollisionEnter(Collision col2) { if (col2.transform.FindChild("fist")) { BoxCollider bc = col2.transform.FindChild("fist").GetComponent <BoxCollider>(); if (bc.bounds.size.x > 0 && Time.time > hitdelay) { hitdelay = Time.time + hitRate; if (col2.contacts[0].normal.normalized.x > 0f) { if (direction == Player.FaceDirection.Left) { speed = 0; } else { if (speed == 0) { speed = 1; } else { speed += speed; } } direction = Player.FaceDirection.Right; } else { if (direction == Player.FaceDirection.Right) { speed = 0; } else { if (speed == 0) { speed = 1; } else { speed += speed; } } direction = Player.FaceDirection.Left; } } } }
void Start() { direction = Player.FaceDirection.Right; hitdelay = Time.time + hitRate; }