private void OnCollisionEnter(Collision collision) { if (thi == null) { thi = this.GetComponent <RotateCollider>(); } if (thi != null && thi.enabled == false) { return; } if (collision.transform.name == "CharacterPhysic" && Level_Rotator.RotateTo == Vector3.zero && Level_Rotator.Rotated == false && Level_Rotator.CannotRotateTimer < 0) { Debug.Log("Dreh dich!"); Level_Rotator.RotateTo = RotateTo; Level_Rotator.MoveCharTo = MoveCharTo; Level_Rotator.MoveCharTo = MoveCharToStart; Level_Rotator.Collider = this.gameObject; int x = 0; for (x = 0; x < Enable.Length; x++) { if (Enable[x] != null) { Enable[x].enabled = true; } } for (x = 0; x < Disable.Length; x++) { if (Disable[x] != null) { Disable[x].enabled = false; } } if (thi == null) { thi = this.GetComponent <RotateCollider>(); } if (thi != null) { thi.enabled = false; } } }
// Start is called before the first frame update void Start() { thi = this.GetComponent <RotateCollider>(); }