IEnumerator StopEfect(float time) { yield return(new WaitForSeconds(time)); //Debug.Log( "Finishing" ); //GameObject.Destroy; //DestroyObject(gameObject); int i = 0; while (i < hitColliders.Length) { if (hitColliders[i].gameObject.CompareTag("Enemy")) { enemyController = hitColliders[i].gameObject.GetComponent <PurpMovementControllerFirstLevel>(); enemyAnimator = hitColliders[i].gameObject.GetComponent <Animator>(); enemyAnimator.SetBool("Taking Damage", false); //enemyAnimator.enabled = true; //enemyController.freezed = false; } i++; } DestroyObject(particle); DestroyObject(gameObject); }
IEnumerator StarEfect(float time) { yield return(new WaitForSeconds(time)); //Debug.Log( "Explode" ); hitColliders = Physics.OverlapSphere(gameObject.transform.position, JewelRadious); //GameObject.Destroy; //DestroyObject(gameObject); int i = 0; while (i < hitColliders.Length) { if (hitColliders[i].gameObject.CompareTag("Enemy")) { enemyController = hitColliders[i].gameObject.GetComponent <PurpMovementControllerFirstLevel>(); enemyAnimator = hitColliders[i].gameObject.GetComponent <Animator>(); enemyAnimator.SetBool("Taking Damage", true); //enemyAnimator.enabled = false; //enemyController.freezed = true; } i++; } particle = Instantiate(particlePrefab); particle.transform.position = gameObject.transform.position; }