private void EnablePlayerMovement() //Reenables player movement after using DisablePlayerMovement. { foreach (GameObject player in players) { Rigidbody2D rb = player.GetComponent <Rigidbody2D>(); if (rb != null) { rb.bodyType = RigidbodyType2D.Dynamic; } PlayerMovement pm = player.GetComponent <PlayerMovement>(); if (pm != null) { pm.enabled = true; pm.speed = 200f; } CharacterMoveTransitions cmt = player.GetComponent <CharacterMoveTransitions>(); if (cmt != null) { cmt.isPaused = false; cmt.ResetAnimation(); } } }
private void DisablePlayerMovement() //Freezes players when game ends, implement something better later. { foreach (GameObject player in players) { Rigidbody2D rb = player.GetComponent <Rigidbody2D>(); if (rb != null) { rb.bodyType = RigidbodyType2D.Static; } PlayerMovement pm = player.GetComponent <PlayerMovement>(); if (pm != null) { pm.enabled = false; } CharacterMoveTransitions cmt = player.GetComponent <CharacterMoveTransitions>(); if (cmt != null) { cmt.isPaused = true; cmt.ResetAnimation(); } } }
public void Start() { Scene scene = SceneManager.GetActiveScene(); sceneName = scene.name; playerRigid = GetComponent <Rigidbody2D>(); scrAnimations = GetComponent <CharacterMoveTransitions>(); if (rManager != null) { rManager = GameObject.FindGameObjectWithTag("Rhythm Manager").GetComponent <RhythmManager>(); } isPunching = false; if (sPunch == null) { Debug.LogError("| MISSING GAME OBJECT | | Player " + playerNumber + " | | PlayerMovement | | S Punch |"); } if (sRotate == null) { Debug.LogError("| MISSING GAME OBJECT | | Player " + playerNumber + " | | PlayerMovement | | S Rotate |"); } }