コード例 #1
0
    public void OnTriggerEnter(Collider collider)
    {
        Player player = collider.gameObject.GetComponent <Player>();

        if (player != null)
        {
            if (player.playerState.isLegendary)
            {
                enemyHealth.TakeDamage(player.GetCurrentDamage());
                //StartCoroutine(FlashDamage(0.33f));
                chainKillParticlePooler.SpawnFromQueueAndPlay(null, transform.position, Vector3.zero);
            }
            else
            {
                StartCoroutine(DelayedDamage(collider, player));
            }
        }
        else
        {
            EnemyDestroysRunestone edr = collider.gameObject.GetComponent <EnemyDestroysRunestone>();
            if (edr != null)
            {
                edr.WinOrLoose(false);
            }
            else
            {
                return;
            }
        }
    }
コード例 #2
0
    IEnumerator ResetPlayerAfterChainKill()
    {
        //we wait until the player has killed all enemies and then trigger a game victory in
        //the usual way
        yield return(new WaitUntil(() => playerDashChaining.isTargetStashEmpty()));

        playerDashChaining.SetChainKillParticlesEnabled(false);

        yield return(new WaitForSecondsRealtime(1f));

        chainKillCam.Priority = 8;
        enemyDestroysRunestone.WinOrLoose(true);

        yield break;
    }