private void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Player") { m_collider.enabled = false; player_logic m_playerlogic = other.GetComponent <player_logic>(); if (m_playerlogic) { m_playerlogic.m_charactercontroller.enabled = false; m_playerlogic.die(); } exposion.Play(true); ball.SetActive(false); m_rigidbody.velocity = Vector3.zero; } if (other.gameObject.tag == "Fireball") { m_collider.enabled = false; exposion1.Play(true); exposion2.Play(true); exposion3.Play(true); ball.SetActive(false); m_rigidbody.velocity = Vector3.zero; } }
// Start is called before the first frame update void Start() { player = GetComponentInParent <player_logic>(); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { player_logic player = animator.GetComponent <player_logic>(); player.iscastingfirvall(false); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { player_logic m_player = animator.GetComponent <player_logic>(); m_player.ischaractercontroller(false); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { player_logic m_playerlogic = animator.GetComponent <player_logic>(); m_playerlogic.ispowerup(false); }