private void Awake() { m_canMove = true; m_animController = transform.GetChild(0).GetComponent <animationStateController>(); tpCam = GameObject.Find("TPCam").transform; m_rb = GetComponent <Rigidbody>(); }
// we use IEnumerator to make the sphere // dissapear after its pickup IEnumerator Pickup(Collider player) { // spawn a cool effect //Instantiate(pickupEffect, transform.position, transform.rotation); // Apply effect to the Player animationStateController stats = player.GetComponent<animationStateController>(); stats.jumpHeight *= multiplier; /* if(stats.jumpHeight > 3) { iconJump.enabled = true; } */ // Wait x amount of seconds GetComponent<MeshRenderer>().enabled = false; GetComponent<Collider>().enabled = false; yield return new WaitForSeconds(duration); stats.jumpHeight /= multiplier; // Reverse the effect on our Player // Remove power up object Destroy(gameObject); }