void OnTriggerStay(Collider collision) { GroundFire fire = collision.gameObject.GetComponent<GroundFire>(); if (fire != null && FireState != 2 && fire != groundFire) { IncreaseFireBar(); } }
void OnTriggerStay(Collider collision) { GroundFire fire = collision.gameObject.GetComponent <GroundFire>(); if (fire != null && fire.currentRadius >= 1) { OnFire = true; } }
void Start() { mr = GetComponent<MeshRenderer>(); mc = GetComponent<MeshCollider>(); groundFire = GetComponentInChildren<GroundFire>(); if (FireState == 1) { FireBar = 100.0f; StartFirePS(); StartCoroutine(burnOut()); fireAudioSource.Play(); } else { // prevent fire from starting auto starting StopFirePS(); } }