void OnTriggerEnter(Collider other) { if (other.gameObject.layer != 12) { C_GravityAffected affect = other.GetComponent <C_GravityAffected>(); if (!blockers.Contains(affect)) { blockers.Add(affect); } isBlocked = CheckBlock(); } }
/// <summary> /// Gives the enemy a C_pather to follow. /// </summary> /// <param name="path"></param> public void SetPathToFollow(C_Pather path) { pathToFollow = path; currentFollow = path.GetPathAt(0); v3VariancePoisitionFollow = currentFollow.position; rbBody = GetComponent <Rigidbody>(); swarmer = enemy as M_PathedEnemy; gAffect = GetComponent <C_GravityAffected>(); }
void OnTriggerExit(Collider other) { if (other.gameObject.layer != 12) { C_GravityAffected affect = other.GetComponent <C_GravityAffected>(); if (blockers.Contains(affect)) { blockers.Remove(affect); } isBlocked = CheckBlock(); if (startsNextSequenceOnUnlock && !played && !isBlocked) { C_SequenceHandler.Instance.NextSequence(); played = true; } } }