public IEnumerator DamageTheEnnemy(float speed) { InputManagerOutRunPart playerInputManager = GetComponent <InputManagerOutRunPart>(); canDamage = false; bool canDamageEnn = false; //playerInputManager.canSwap = false; while (!canDamageEnn) { if (playerInputManager.canSwap) { canDamageEnn = true; } yield return(null); } playerInputManager.canSwap = false; Vector3 playerBegin = car.position; Vector3 PlayerToEnnemy = Vector3.zero; PlayerToEnnemy = updateEnnemyCar.transform.position - car.position; while (PlayerToEnnemy.magnitude > 0.1f) { car.position = Vector3.MoveTowards(car.position, updateEnnemyCar.transform.position, Time.deltaTime * speed); PlayerToEnnemy = updateEnnemyCar.transform.position - car.position; yield return(car); } updateEnnemyCar.GoToHorizon(transform); GameObject tempExplosion = Instantiate(explosion, car.transform.position, Quaternion.identity); Destroy(tempExplosion, 3.0f); PlayerToEnnemy = playerBegin - car.position; while (PlayerToEnnemy.magnitude > 0.01f) { car.position = Vector3.MoveTowards(car.position, playerBegin, Time.deltaTime * speed); PlayerToEnnemy = playerBegin - car.position; yield return(car); } car.position = playerBegin; playerInputManager.canSwap = true; updateEnnemyCar.canswap = true; //updateEnnemyCar.GetComponent<BoxCollider>().enabled = false; StartCoroutine(EnableColliderIn(1.0f)); yield break; }
void Start() { canDamage = true; isInBoost = false; isInvinsible = false; canBoost = false; canColide = true; useBoost = true; playerRenderer = GetComponentInChildren <Renderer>(); playerRigidbody = GetComponent <Rigidbody>(); inputManager = playerStat.GetComponent <InputManagerOutRunPart>(); StartCoroutine(UpdateMaxSpeedState()); }
public void EndOfOutRun() { PlayerTriggerManager playerTriggerManager = GetComponent <PlayerTriggerManager>(); InputManagerOutRunPart inputManager = GetComponent <InputManagerOutRunPart>(); ScoreNiv.targetNumber = score; playerTriggerManager.canColide = false; playerTriggerManager.canDamage = false; playerTriggerManager.GetComponent <AudioSource>().enabled = false; playerTriggerManager.GetComponent <Rigidbody>().isKinematic = true; playerTriggerManager.GetComponent <BoxCollider>().enabled = false; inputManager.enabled = false; checkHealth = false; GameObject.FindGameObjectWithTag("carManager").GetComponent <OtherCarsAndScoreAssetManager>().canInstantiate = false; GameObject.FindGameObjectWithTag("UI").SetActive(false); }