IEnumerator DisableEffect(float duration, Prototype_Enemy.CollisionAction action)
 {
     yield return new WaitForSeconds(duration);
     if (ActiveEffect == action)
     {
         Prototype_Stage.BaseSpeed = Level.Speed;
         ActiveEffect = Prototype_Enemy.CollisionAction.None;
     }
 }
Exemple #2
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    void OnTriggerEnter(Collider col)
    {
        Prototype_Enemy enemy = col.GetComponent <Prototype_Enemy>();

        if (enemy != null)
        {
            switch (enemy.collisionAction)
            {
            case Prototype_Enemy.CollisionAction.Death:
                Prototype_MainGame.instance.Loose();
                break;

            case Prototype_Enemy.CollisionAction.Slow:
                Prototype_MainGame.instance.SetSlow();
                break;

            case Prototype_Enemy.CollisionAction.Speed:
                Prototype_MainGame.instance.SetSpeed();
                break;
            }
        }
    }