// Use this for initialization void Start() { player = GameObject.FindWithTag("Player").transform; playerMoveScript = player.GetComponent <PlayerLookMove> (); if (playerMoveScript != null) { originalVelocity = playerMoveScript.velocity; } pPV = GetComponent <PostProcessingBehaviour>().profile; }
IEnumerator SetCollectorPlayerSpeed(GameObject GOtoDestroy) { PlayerLookMove coll = player.GetComponent <PlayerLookMove>(); // playerManager = player.GetComponent<PlayerManager>(); float CurrentVelocity = coll.velocity; coll.velocity = 60; //coll.velocity = 10; //Does not switch back? yield return(new WaitForSeconds(4f)); Debug.Log("slow player"); coll.velocity = CurrentVelocity; Destroy(GOtoDestroy); }
IEnumerator Start() { //gInteraction = interactionTextGO.GetComponent<GeneralInteraction> (); playerLookMove = GameObject.FindWithTag("Player").GetComponent <PlayerLookMove> (); if (playerLookMove != null) { originalRechargeTime = playerLookMove.jumpRechargeTime; playerLookMove.jumpRechargeTime = Mathf.Infinity; } armStressMenuForEnabled.SetActive(false); feetForEnabled.SetActive(false); //doesnt store dynamic value // canWalk = GameObject.FindWithTag ("Player").GetComponent<PlayerLookMove> ().enabled; while (true) { // Debug.Log ("THIS IS TEXT SPEECH" + textSpeech); yield return(null); if (uIHelpGO != null) { if (isFirstTime) { counter = 0; isFirstTime = false; } counter += Time.unscaledDeltaTime; if (isUsingSprite) { Color tempColor = spriteHelp.color; tempColor.a = Mathf.PingPong((counter * fadingSpeed) * fadingSpeed, 1); spriteHelp.color = tempColor; } else if (isUsingTextMesh) { Color tempColor = textMeshHelp.color; tempColor.a = Mathf.PingPong((counter * fadingSpeed) * fadingSpeed, 1); textMeshHelp.color = tempColor; } switch (curGoal) { case Goal.CONTINUE_TEXT_BUTTON: if (isContinueButtonPressed) { TimeLineController.Instance.ResumeTimeLine(); curGoal = Goal.NONE; isContinueButtonPressed = false; } break; case Goal.OPENMENU: if (!armStressMenuForEnabled.activeInHierarchy) { armStressMenuForEnabled.SetActive(true); } else { //USE SCRIPTABLE CHECKER yield return(null); // if (GameController.Instance.IsMenuActive) { // // TurnOffHelpInfo (); // curGoal = Goal.NONE; // // } } break; case Goal.CLICK_COPING: if (copingGOCheckForEnabled.activeInHierarchy) { TurnOffHelpInfo(); curGoal = Goal.NONE; } break; case Goal.WALK: if (!feetForEnabled.activeInHierarchy) { feetForEnabled.SetActive(true); } else { //USE SCRIPTABLE CHECKER //if(!GameController.Instance.IsMenuActive) if (GameObject.FindWithTag("Player").GetComponent <PlayerLookMove> ().enabled) { TurnOffHelpInfo(); //curGoal = Goal.NONE; } } break; case Goal.JUMP: if (playerLookMove.jumpRechargeTime == Mathf.Infinity) { playerLookMove.jumpRechargeTime = originalRechargeTime; } else { if (playerLookMove.isGoingUp) { TurnOffHelpInfo(); } } break; case Goal.CLICK_ACTION: break; case Goal.CLICK_INFORMATION: break; case Goal.WAITEXPLANATION: TurnOffHelpInfo(); curGoal = Goal.NONE; break; case Goal.WAITFORTIMELINE: //if (isFirstTime) // explanationPlayable.Play (); if (explanationPlayable.duration <= explanationPlayable.time) { TurnOffHelpInfo(); TimeLineController.Instance.ResumeTimeLine(); curGoal = Goal.NONE; } break; case Goal.NONE: break; } } } }