/// <summary> /// Dashs in Game without Collision. /// </summary> /// <param name="Velocity">Sets the Velocity of Player Dashing.</param> /// <returns>Returns the Current Speed of Player.</returns> public void InfiniteDash(DashVelocity Velocity, ScreenAndCamera cam) { Action = CurrentAction.InfiniteDash; this.Velocity = (int)Velocity; this.ProgressBar.SetActive(true); this.ProgressBar.GetComponent <ProgressBar>().ProgressStart(); halo.enabled = true; BoxCollider2D[] col = this.Blocks[0].GetComponents <BoxCollider2D>(); for (int i = 0; i < col.Length; i++) { if (col[i].isTrigger) { col[i].size = new Vector2(20, col[i].size.y); continue; } else { col[i].enabled = false; } } col = this.Blocks[1].GetComponents <BoxCollider2D>(); for (int i = 0; i < col.Length; i++) { if (col[i].isTrigger) { col[i].size = new Vector2(20, col[i].size.y); continue; } else { col[i].enabled = false; } } print(cam.gameObject.GetComponent <Rigidbody2D>().velocity.y); //cam.gameObject.GetComponent<Rigidbody2D>().velocity = new Vector2(0, cam.gameObject.GetComponent<Rigidbody2D>().velocity.y + this.Velocity); cam.ChangeSpeed(this.Velocity); print(cam.gameObject.GetComponent <Rigidbody2D>().velocity.y); }
/// <summary> /// Ends work of InfiniteDash. /// </summary> public void EndInfiniteDash(ScreenAndCamera cam) { Action = CurrentAction.Nothing; //cam.gameObject.GetComponent<Rigidbody2D>().velocity = new Vector2(0, cam.gameObject.GetComponent<Rigidbody2D>().velocity.y - this.Velocity); cam.ChangeSpeed(-this.Velocity); halo.enabled = false; BoxCollider2D[] col = this.Blocks[0].GetComponents <BoxCollider2D>(); for (int i = 0; i < col.Length; i++) { if (col[i].isTrigger) { col[i].size = new Vector2(2.07f, col[i].size.y); continue; } else { col[i].enabled = true; } } col = this.Blocks[1].GetComponents <BoxCollider2D>(); for (int i = 0; i < col.Length; i++) { if (col[i].isTrigger) { col[i].size = new Vector2(2.07f, col[i].size.y); continue; } else { col[i].enabled = true; } } }