// Update is called once per frame void Update() { if (isDead == true) { transform.position -= new Vector3(0, 1, 0) * Time.deltaTime * squeeze; duration -= Time.deltaTime; if (duration <= 0) { squeeze = .5f; isDead = false; _respawnController.Respawn(); } } if (isDelaying == true) { squeeze += Time.deltaTime; delay -= Time.deltaTime; transform.position -= new Vector3(0, 1, 0) * Time.deltaTime * squeeze * squeeze; if (delay <= 0) { isDelaying = false; gameObject.GetComponent <Rigidbody>().isKinematic = false; foo = true; bar = .1f; } } if (foo == true) { gameObject.GetComponent <Rigidbody>().velocity = (new Vector3(0, -1, 0) * force); foofoo = true; foo = false; } }
private void OnTriggerStay(Collider other) { if (other.CompareTag("Player")) { other.GetComponent <PlayerMove>().enabled = false; RespawnController.Respawn(other.gameObject); other.GetComponent <PlayerMove>().enabled = true; } }