//Change player properties on trigger enter
 private void OnTriggerEnter2D(Collider2D collision)
 {
     //behaviour for when player is scared
     if (collision.tag == "Shadow" && this.gameObject.layer != 14)
     {
         SetAnimatorBool("Scared", true);
         SetAllInputFalse();
         currentSpeed = PhysicsScript.EffectedFloat(NormalSpeed, 0.25f);
     }
     else if (collision.tag == "GravityWell" && this.gameObject.layer != 14)
     {
         SetAllInputFalse();
         PhysicsScript.GravityIncrease(this.gameObject, 0.5f, 1.5f);
         currentSpeed = PhysicsScript.EffectedFloat(NormalSpeed, 1.5f);
     }
     //makes player visible when entering mirror in mirrorworld
     else if (collision.tag == "Mirror" && this.gameObject.layer == 14)
     {
         spriteRenderer.enabled = true;
     }
     else if (collision.tag == "Inversion")
     {
         currentSpeed = PhysicsScript.EffectedFloat(currentSpeed, -1.1f);
     }
 }
Esempio n. 2
0
    //Change player properties on trigger enter
    private void OnTriggerEnter2D(Collider2D collision)
    {
        //behaviour for when player is scared
        if (collision.tag == "GravityWell" && this.gameObject.layer != 14)
        {
            PhysicsScript.GravityIncrease(this.gameObject, 0.5f, 1.5f);
            normalSpeed = moveSpeed;
            moveSpeed   = PhysicsScript.EffectedFloat(moveSpeed, 2);
        }
        //makes player visible when entering mirror in mirrorworld

        else if (collision.tag == "Inversion")
        {
            normalSpeed = moveSpeed;
            moveSpeed   = PhysicsScript.EffectedFloat(moveSpeed, 0.1f);
        }
    }