private void OnTriggerExit(Collider other) { // If the player leaves the water, we'll deactivate our invisible floor and tell them to stop swimming. /*if (other.CompareTag("Player")) * { * if (animManager != null) * { * animManager.Swimming = false; * } * * dynamicCollider.enabled = false; * } * else */if (other.CompareTag("SwimBody") && waterController.waterState != WaterState.Frozen) { animManager = other.transform.parent.parent.GetComponentInChildren <PlayerAnimManager>(); if (animManager != null) { if (animManager.Swimming) { animManager.Swimming = false; } } dynamicCollider.enabled = false; } else { if (waterController.waterState == WaterState.Frozen) { dynamicCollider.enabled = false; } } }
private void OnTriggerEnter(Collider other) { /*if (other.CompareTag("Player") && waterController.waterState != WaterState.Frozen) * { * animManager = other.GetComponentInChildren<PlayerAnimManager>(); * * if (animManager != null) * { * animManager.Swimming = true; * } * } * else */if (other.CompareTag("SwimBody") && waterController.waterState != WaterState.Frozen) { animManager = other.transform.parent.parent.GetComponentInChildren <PlayerAnimManager>(); if (animManager != null) { if (!animManager.Swimming) { animManager.Swimming = true; } } } }