void PatternClear() { level++; Spell.SendMessage("PatternFinish"); Spell2.SendMessage("PatternFinish"); gameObject.GetComponent <BoxCollider2D>().enabled = false; Invoke("PatternRelpace", 2.0f); }
void SpellRun(bool runFirst) { Debug.Log("Pattern Start"); started = true; if (runFirst) { Spell.SendMessage("PatternStart", Launchers); Spell2.SendMessage("PatternStart", Launchers); } else { Spell3.SendMessage("PatternStart", Launchers); Spell4.SendMessage("PatternStart", Launchers); } }
void SpellShot() { int[] rand = new int[2]; gameObject.GetComponent <BoxCollider2D>().enabled = true; rand[0] = Random.Range(0, SpellLev.Length); rand[1] = Random.Range(0, SpellLev.Length); while (rand[0] == rand[1]) { rand[1] = Random.Range(0, 7); } Spell = SpellLev[rand[0]]; Spell2 = SpellLev[rand[1]]; Spell.SendMessage("PatternStart", Launchers); Spell2.SendMessage("PatternStart", Launchers); }
IEnumerator SpellClear() { if (!Level) { Spell.SendMessage("PatternFinish"); Spell2.SendMessage("PatternFinish"); Level = true; } else { Spell3.SendMessage("PatternFinish"); Spell4.SendMessage("PatternFinish"); } gameObject.GetComponent <BoxCollider2D>().enabled = false; yield return(new WaitForSeconds(2)); gameObject.GetComponent <BoxCollider2D>().enabled = true; Debug.Log("Pattern Cleared"); started = false; }