Exemple #1
0
    // Active function
    public void PowerupEffect()
    {
        while (Running) // Runs on state activation
        {
            player.GetComponent <Health>().hp            = 1;
            player.GetComponent <Health>().CanDie        = true;
            player.GetComponent <Weapon>().CanFire       = false;
            player.GetComponent <Transform>().localScale = new Vector2(1, 1);

            Running = false;
        }
    }
 public void ToPlayerBounceState()
 {
     Debug.Log("player is now in bounce state");
     player.collided = false;
     player.GetComponent <CapsuleCollider>().material.bounciness = 1f;
     player.currentState = player.bounceState;
 }
 public void ToPlayerBounceState()
 {
     Debug.Log("player is now in bounce state");
     player.collided = false;
     player.GetComponent <CapsuleCollider> ().material.bounciness = 1f;
     player.transform.localScale += (Vector3.up * 0.5f);
     player.distToGround         += 0.5f;
     player.currentState          = player.bounceState;
 }
Exemple #4
0
    // Active function
    public void PowerupEffect()
    {
        while (running) // Runs once on state activation
        {
            Transform pTransform = player.GetComponent <Transform>();

            pTransform.localScale             = new Vector2(pTransform.localScale.x, pTransform.localScale.y) * 1.5f;
            player.GetComponent <Health>().hp = 2;
            ps = GameObject.Instantiate(player.BigPlayerEffect, player.transform.position, Quaternion.identity);

            running = false;
        }

        ps.transform.position = player.transform.position;

        if (player.GetComponent <Health>().hp == 1) // Exit condition
        {
            ToNormalPlayer();
            running = true;
            GameObject.Destroy(ps);
        }
    }
Exemple #5
0
    // Active function
    public void PowerupEffect()
    {
        powerupTimer += Time.deltaTime;

        while (running) // Runs once on state activation
        {
            player.GetComponent <Weapon>().CanFire = true;
            ps      = GameObject.Instantiate(player.CanShootEffect, player.transform.position, Quaternion.identity);
            running = false;
        }

        ps.transform.position = player.transform.position;

        if (powerupTimer > powerupLength) // Exit conditions
        {
            ToNormalPlayer();
            GameObject.Destroy(ps);
        }
    }
 public void ToPlayerWalkState()
 {
     player.GetComponent <CapsuleCollider> ().material.bounciness = 0f;
     Debug.Log("player is now in walk state");
     player.currentState = player.walkState;
 }