private void StartStun(float stunTime) { // Set stun state, stop jumping stunState = PlayerStunnedState.Stunned; jumpState = PlayerJumpState.Falling; // Set stun timer stunTimer = stunTime; // TODO: Set Stun Animation MyRenderer.material.color = Color.red; }
private void ContinueStun() { if (stunState == PlayerStunnedState.Stunned) { stunTimer -= Time.deltaTime; if (stunTimer <= 0f) { stunState = PlayerStunnedState.Recovering; MyRenderer.material.color = Color.yellow; stunTimer = DefaultPlayerRecoveryTime; } } else if (stunState == PlayerStunnedState.Recovering) { stunTimer -= Time.deltaTime; if (stunTimer <= 0f) { stunState = PlayerStunnedState.Normal; MyRenderer.material.color = Color.green; stunTimer = 0f; } } }
private void ContinueStun() { if (stunState == PlayerStunnedState.Stunned) { stunTimer -= Time.deltaTime; if (stunTimer <= 0f) { stunState = PlayerStunnedState.Recovering; MyRenderer.material.color = Color.yellow; stunTimer = DefaultPlayerRecoveryTime; } } else if (stunState == PlayerStunnedState.Recovering) { stunTimer -= Time.deltaTime; if (stunTimer <= 0f) { stunState = PlayerStunnedState.Normal; MyRenderer.material.color = Color.green; stunTimer = 0f; } } }
private void StartStun(float stunTime) { // Set stun state, stop jumping stunState = PlayerStunnedState.Stunned; jumpState = PlayerJumpState.Falling; // Set stun timer stunTimer = stunTime; // TODO: Set Stun Animation MyRenderer.material.color = Color.red; }
// Use this for initialization void Start() { MyRenderer = transform.GetComponentInChildren<Renderer>(); MyCollider = transform.GetComponentInChildren<Collider>(); // TODO: Change if the players don't start falling jumpState = PlayerJumpState.Falling; stunState = PlayerStunnedState.Normal; LaneState = PlayerLaneState.One; // TODO: Set animation MyRenderer.material.color = Color.green; animation.Play ("Run"); }