protected IEnumerator WaitForAnimation() { playerControler = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControler>(); playerControler.GetComponent <PlayerControler>().LockPlayer(); //yield on a new YieldInstruction that waits for 5 seconds. yield return(new WaitForSeconds(animationTime * Time.deltaTime)); playerControler.GetComponent <PlayerControler>().FreePlayer(); }
public bool HandleRaycast(PlayerControler callingController) { if (!callingController.GetComponent <Fighter>().CanAttack(gameObject)) { return(false); } if (Input.GetMouseButton(0)) { callingController.GetComponent <Fighter>().Attack(gameObject); } return(true); }
public IEnumerator RespawnPlayerCo() { Instantiate(deathParticle, player.transform.position, player.transform.rotation); player.enabled = false; player.GetComponent <Renderer> ().enabled = false; //Player Penalty ScoreManager.AddPoints(-pointPenaltyOnDeath); Debug.Log("Player Respawned"); yield return(new WaitForSeconds(respawnDelay)); player.transform.position = currentCheckPoint.transform.position; player.enabled = true; player.GetComponent <Renderer> ().enabled = true; Instantiate(respawnParticle, currentCheckPoint.transform.position, currentCheckPoint.transform.rotation); }
public IEnumerator RespawnPlayerCo() { Instantiate(deathParticle, player.transform.position, player.transform.rotation); player.enabled = false; player.GetComponent <Renderer>().enabled = false; Camera.isFollowing = false; player.GetComponent <Rigidbody2D>().velocity = Vector2.zero; //gravitiStore = player.GetComponent<Rigidbody2D>().gravityScale; ScoreManager.score = 0; //player.GetComponent<Rigidbody2D>().gravityScale = 0f; player.transform.position = currentCheckpoint.transform.position; player.knockbackCount = 0; yield return(new WaitForSeconds(respawnDelay)); Debug.Log("Pleyer Respawn here"); //player.GetComponent<Rigidbody2D>().gravityScale = gravitiStore; player.enabled = true; player.GetComponent <Renderer>().enabled = true; Camera.isFollowing = true; healthManager.FullHealth(); healthManager.isDead = false; Instantiate(respawnParticle, currentCheckpoint.transform.position, currentCheckpoint.transform.rotation); }