void Update() { if (Input.GetKeyDown(KeyCode.RightAlt)) { CurrentResistanceLevel = playerResistance.timeBased; } }
public void Immunity() { SoundManager.PlaySoundEffect(2); GameManager.gameManager.updateMetrics += UpdateImmunity; CurrentResistanceLevel = playerResistance.simple; ChangeMaterial(1); }
public void EndFling() { ability.Shoot(); _flingActive = false; CurrentResistanceLevel = PreviousResistanceLevel; ChangeMaterial((int)CurrentResistanceLevel); }
public void EndSuperSize() { ability.Shoot(); Movement.superSized(false); animator.SuperSize(false); CurrentResistanceLevel = PreviousResistanceLevel; ChangeMaterial((int)CurrentResistanceLevel); }
IEnumerator SuperSizeEffect() { PreviousResistanceLevel = CurrentResistanceLevel; CurrentResistanceLevel = playerResistance.timeBased; ChangeMaterial(2); animator.SuperSize(true); Movement.superSized(true); yield return(new WaitForSeconds(5f)); EndSuperSize(); }
public void Fling() { SoundManager.PlaySoundEffect(3); GameManager.gameManager.updateMetrics += UpdateFling; _flingActive = true; PreviousResistanceLevel = CurrentResistanceLevel; CurrentResistanceLevel = playerResistance.timeBased; ChangeMaterial(3); Movement.Fling(); }
void Start() { _flingCount = 0; superSizeCount = 0; _immunityCount = 0; animator = GetComponent <CharacterAnimations>(); ability = GetComponentInParent <CharacterAbility>(); Movement = GetComponentInParent <CharacterMovement>(); UI = FindObjectOfType <GameUI>(); CurrentResistanceLevel = playerResistance.none; rend = GetComponent <Renderer>(); rend.enabled = true; materials = Resources.LoadAll <Material>("Materials/Player"); UI.ChangeColour(materials[0]); }
public void Hit() { CurrentResistanceLevel = playerResistance.none; ChangeMaterial(0); }