// Start is called before the first frame update private void OnTriggerEnter2D(Collider2D collision) { if (collision.CompareTag("Child")) { ChildMovement child = collision.gameObject.GetComponent <ChildMovement>(); StartCoroutine(KillChild(child)); } }
IEnumerator KillPlayer(ChildMovement child) { anim.SetTrigger("Prepare"); yield return(new WaitForSeconds(waitTime)); anim.SetTrigger("Attack"); child.SetDealth(); }
private void OnTriggerExit2D(Collider2D collision) { if (collision.gameObject.CompareTag("Uncle")) { //if (playerCount > 0) playerCount--; uncleM = null; } if (collision.gameObject.CompareTag("Child")) { childM = null; } }
private void OnTriggerEnter2D(Collider2D collision) { //When the child or the uncle come into trigger collider wait for attack if (collision.gameObject.CompareTag("Uncle")) { UncleMovement uncle = collision.gameObject.GetComponent <UncleMovement>(); coro = StartCoroutine(KillPlayer(uncle)); } else if (collision.gameObject.CompareTag("Child")) { ChildMovement child = collision.gameObject.GetComponent <ChildMovement>(); coro = StartCoroutine(KillPlayer(child)); } }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.CompareTag("Uncle")) { //if (playerCount < 2) playerCount++; uncleM = collision.gameObject.GetComponent <UncleMovement>(); } if (collision.gameObject.CompareTag("Child")) { childM = collision.gameObject.GetComponent <ChildMovement>(); } Debug.Log("condition " + playerCount); //if (playerCount == condition) //{ // StartCoroutine(LoadLevel(SceneManager.GetActiveScene().buildIndex + 1)); //} if (childM && uncleM) { StartCoroutine(LoadLevel(SceneManager.GetActiveScene().buildIndex + 1)); } }
IEnumerator KillChild(ChildMovement child) { yield return(new WaitForSeconds(0.25f)); child.SetDealth(); }