// Rquiere de que el jugador posea un tag llamado "Player" void OnTriggerStay2D(Collider2D collider) { GameObject triggered = collider.gameObject; if (isBurning == false) { if (triggered.tag == "Character" && triggered != null) { OnFire(); } if (triggered.tag == "Villager" && triggered != null) { Fire_Collision npcFireCollisioner = triggered.GetComponent <Fire_Collision>(); if (npcFireCollisioner.isBurning == true) { OnFire(); } } if (triggered.tag == ("Structure")) { Structure mStructure = triggered.GetComponent <Structure>(); if (mStructure.isBurning == true) { OnFire(); } } } }
// Rquiere de que el jugador posea un tag llamado "Player" void OnTriggerEnter2D(Collider2D collider) { GameObject triggered = collider.gameObject; if (isBurning == false) { if (triggered.tag == ("Villager") && triggered != null) { Fire_Collision npcFireCollisioner = triggered.GetComponent <Fire_Collision>(); if (npcFireCollisioner.isBurning == true) { OnFire(); } } } }
void OnFire() { score.Score(p); GameObject.Find("Score").GetComponent <VillagerCount>().a++; if (!isBurning) { isBurning = true; Villager mVillager = GetComponent <Villager>(); mVillager.normal = false; mVillager.enabled = false; int rAnimarion = Random.Range(0, 2); GetComponent <Animator>().SetBool("Burn", true); GetComponent <Animator>().SetInteger("BurnType", rAnimarion); GetComponent <NPC_AlertSearch>().enabled = false; if (GetComponent <NPC_AlertHide>().enabled) { GetComponent <NPC_AlertHide>().enabled = false; } if (GetComponent <NPC_AlertRun>().enabled) { GetComponent <NPC_AlertRun>().StopCoroutine(GetComponent <NPC_AlertRun>().TakeDistance()); GetComponent <NPC_AlertRun>().enabled = false; } NPC_BurningController mNPC_BC = GetComponent <NPC_BurningController>(); mNPC_BC.enabled = true; mNPC_BC.burningControllerburn = true; Fire_Collision mFC = GetComponent <Fire_Collision>(); mFC.enabled = false; } }