private void OnTriggerExit2D(Collider2D collision) { GregorController gregor = collision.GetComponent <GregorController>(); if (gregor != null) { gregor.ResetMovementSpeed(); } }
private void OnTriggerEnter2D(Collider2D collision) { GregorController gregor = collision.GetComponent <GregorController>(); if (gregor != null) { gregor.ChangeMovementSpeed(slowAmount); } }
// Start is called before the first frame update void Start() { _interactCheckVisual = interactCheck.GetComponent <SpriteRenderer>(); _ledgeCheckVisual = ledgeCheck.GetComponent <SpriteRenderer>(); waterQuantity = 0; water = false; collectWater = false; _waterParticles = GetComponentInChildren <ParticleSystem>(); _animator = GetComponent <Animator>(); _gregorController = GetComponent <GregorController>(); }
//if collider is entered, BOOST the gameobject up! void OnTriggerEnter2D(Collider2D other) { Rigidbody2D rigidBody = other.GetComponent <Rigidbody2D>(); GregorController gregor = other.GetComponent <GregorController>(); // if gregor is getting boosted, he only is boosted if he is in the air (NOT if he just runs into it) bool gregorGrounded = false; if (gregor != null) { gregorGrounded = gregor.IsGrounded(); } if (rigidBody != null && !gregorGrounded && !_delayBoosting) { _boost = true; _boosting = rigidBody; // short delay so that multiple boost plants can't launch gregor into space _delayBoosting = true; } }