IEnumerator swingCooldown() { yield return(new WaitForSeconds(0.5f)); controlCamera.endVaulting(); rigidbody.useGravity = true; yield return(new WaitForSeconds(0.5f)); isCooldown = false; Debug.Log("Can swing again"); }
private void FixedUpdate() { if (isVaulting) { float elapsedTime = Time.time - vaultStartTime; float percentageElapsed = elapsedTime / vaultDuration; transform.position = Vector3.Lerp(vaultStart, vaultTo, percentageElapsed); if (percentageElapsed >= 1) { isVaulting = false; playerCollider.isTrigger = false; controlCamera.endVaulting(); } } }