Esempio n. 1
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 IEnumerator TakeDamage(player_test player, float repeatRate)
 {
     while (_isCausingDamage)
     {
         player.TakeDamage(DamageAmount);
         TakeDamage(player, repeatRate);
         yield return(new WaitForSeconds(repeatRate));
     }
 }
Esempio n. 2
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    private void OnTriggerExit(Collider other)
    {
        //print("exit");
        player_test player = other.gameObject.GetComponent <player_test>();

        if (player != null)
        {
            _isCausingDamage = false;
        }
    }
Esempio n. 3
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 // Update is called once per frame
 void Update()
 {
     //print(player.position);
     if (player.position.y < -30)
     {
         //print("fall");
         player.position = new Vector3(player.position.x - 30f, 0.4f, player.position.z - 30f);
         player_test player1 = player.GetComponent <player_test>();
         player1.TakeDamage(DamageAmount);
     }
 }
Esempio n. 4
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    private void OnTriggerEnter(Collider other)
    {
        _isCausingDamage = true;
        player_test player = other.gameObject.GetComponent <player_test>();

        if (player != null)
        {
            if (Repeating)
            {
                StartCoroutine(TakeDamage(player, DamageRepeatRate));
            }
            else
            {
                player.TakeDamage(DamageAmount);
            }
        }
    }