public void TakeHit() { if (!shieldActive) { return; } shieldActive = false; ActivateShield(false); canBeDamaged = false; StartCoroutine(EndlessRunnerGameManager.FlashObject(_meshRenderer, () => { canBeDamaged = true; //Intentionally take no damage when flashing. Seems fair. })); #if UNITY_EDITOR EndlessRunnerGameManager.DisplayDebugMessage("Player received damage, Shields gone!"); #endif }
private void RegisterCollision() { EndlessRunnerGameManager.instance.EnemyCollision(); StartCoroutine(EndlessRunnerGameManager.FlashObject(_meshRenderer)); }