public void GETriggerExit(GroundEffect.Name name, bool burn) { switch (name) { case GroundEffect.Name.Oil: iamInOil = false; decreaseSpeedIamInOil = 0; CalculatedMovementSpeed(); if (burn == true) { iamInFire = false; } //col.GetComponent<GroundEffect>().FireOil(); break; case GroundEffect.Name.Water: iamInWater = false; decreaseSpeedIamInWater = 0; break; } }
public void GETriggerStay(Collider2D col, GroundEffect.Name name, float startDurationFWO, float decreaseSpeed, bool burn, int damagePerTickFire) { switch (name) { case GroundEffect.Name.Oil: iamInOil = true; if (decreaseSpeedIamInOil != decreaseSpeed) { decreaseSpeedIamInOil = decreaseSpeed; CalculatedMovementSpeed(); } if (timeIamInOil != startDurationFWO) //startTimeIamInOil) { { timeIamInOil = startDurationFWO; // startTimeIamInOil; } OnFire(col, burn, startDurationFWO, damagePerTickFire); break; case GroundEffect.Name.Water: OnWater(startDurationFWO, decreaseSpeed, col); break; } }
public void GETriggerEnter(Collider2D col, GroundEffect.Name name, float startDurationFWO, float decreaseSpeed, bool burn, int damagePerTickFire) { switch (name) //GameObject gameObj { case GroundEffect.Name.Oil: timeIamInOil = startDurationFWO; //startTimeIamInOil; iamInOil = true; if (durationTimeIamInWater > 0) { timeIamInWater = 0; timeIamInWaterBomb = 0; CalculatedWaterDuration(); } decreaseSpeedIamInOil = decreaseSpeed; decreaseSpeedIamInWater = 0f; CalculatedMovementSpeed(); OnFire(col, burn, startDurationFWO, damagePerTickFire); break; case GroundEffect.Name.Water: OnWater(startDurationFWO, decreaseSpeed, col); break; } }