private IEnumerator ShieldTemporarily(DestroyOnTrigger2D destroyComponent) { destroyComponent.enabled = false; for (float i = duration; i > 0; i--) { Debug.Log("Shield: " + i + " seconds remaining!"); yield return new WaitForSeconds(1); } Debug.Log("Shield gone!"); destroyComponent.enabled = true; }
private IEnumerator ShieldTemporarily(DestroyOnTrigger2D destroyComponent) { destroyComponent.enabled = false; yield return(player.Fade(duration)); if (player != null) { player.ShieldsActive(false); } Debug.Log("Shield gone!"); destroyComponent.enabled = true; }
private IEnumerator ShieldTemporarily(DestroyOnTrigger2D destroyComponent, GameObject shield) { shield.SetActive(true); destroyComponent.enabled = false; for (float i = duration; i > 0; i--) { Debug.Log("Shield: " + i + " seconds remaining!"); yield return(new WaitForSeconds(1)); } Debug.Log("Shield gone!"); destroyComponent.enabled = true; shield.SetActive(false); }
private IEnumerator ShieldTemporarily(DestroyOnTrigger2D destroyComponent) { destroyComponent.enabled = false; for (float i = duration; i > 0; i--) { Debug.Log("ExtraShot: " + i + " seconds remaining!"); yield return(new WaitForSeconds(1)); } if (player != null) { player.PowerupActive(false); } Debug.Log("ExtraShot is gone!"); destroyComponent.enabled = true; }
// Start is called before the first frame update void Start() { DestoryScript = gameObject.GetComponent <DestroyOnTrigger2D>(); DestoryScript.enabled = false; // Pause script }