// Update is called once per frame IEnumerator torchLightRefill(GameObject collided) { //yield on a new YieldInstruction that waits for 5 seconds. yield return(new WaitForSeconds(timeBetweenRefills)); //Code to be used to detect both playload and player if (false) { print("This is placeholder code"); } else { string childName = collided.name + "Torch"; Light2D collidedTorch = collided.transform.Find(childName).GetComponent <Light2D>(); GenericTorch torchInfo = collided.transform.Find(childName).GetComponent <GenericTorch>(); if (collidedTorch.pointLightOuterRadius < torchInfo.torchRangeMax && torchLight2D.pointLightOuterRadius - refillAmount > minimumLight) { if (collidedTorch.pointLightOuterRadius + refillAmount > 3) { collidedTorch.pointLightOuterRadius = torchInfo.torchRangeMax; } else { collidedTorch.pointLightOuterRadius += refillAmount; } torchLight2D.pointLightOuterRadius -= refillAmount; torchCircleCollider2D.radius -= refillAmount; } } inumFinished = false; }
IEnumerator takeDamage(GameObject collided) { //yield on a new YieldInstruction that waits for 5 seconds. animator.SetBool("isAttacking", true); string childName = collided.name + "Torch"; Light2D collidedTorch = collided.transform.Find(childName).GetComponent <Light2D>(); GenericTorch torchInfo = collided.transform.Find(childName).GetComponent <GenericTorch>(); collidedTorch.pointLightOuterRadius -= enemyDamage; yield return(new WaitForSeconds(timeBetweenAttacks)); inumFinished = false; animator.SetBool("isAttacking", false); }