// Update is called once per frame void Update() { //Check for when the sticky wall can have collision when its transparency changes //Disable collision if (toonShader.canBePainted == true) { foreach (var sWall in stickyParts) { sWall.isTrigger = true; } } //Enable collision else if (toonShader.canBePainted == false) { foreach (var sWall in stickyParts) { sWall.isTrigger = false; } } //Start the countdown that the player can be on the wall if (isSticky == true) { stickable -= Time.deltaTime; //Reset timer and wall color if (stickable <= 0.0f) { stickable = resetStickable; platform.GetComponent <Renderer>().material = ogWallColor; climbablePart.tag = "Untagged"; climbablePart.layer = 0; toonShader.canBePainted = true; //Make visible and colorized // gameObject.tag = "Untagged"; // gameObject.layer = 0; //Check if the player has no gravity and alterative movement is off if (player.GetComponent <Rigidbody>().useGravity == false) { player.GetComponent <Rigidbody>().useGravity = true; } if (player.alterMovement == true) { player.alterMovement = false; } //Prevent horziontal mode from being on if (player.stickyHor == true) { player.stickyHor = false; } cooldown = true; isSticky = false; } } //Begin cooldown if (cooldown == true) { coolDownTimer -= Time.deltaTime; //Stop cooldown if (coolDownTimer <= 0.0f) { coolDownTimer = resetCooldown; cooldown = false; } } }
IEnumerator Dead() { yield return(new WaitForSeconds(wait)); player.GetComponent <Animator>().SetBool("isDead", true); }