public void OnEnter(MarathonPlayerManager actor) { actor.SetPlayerState(MarathonPlayerManager.MarathonPlayerStatus.Dizzying); /// Bounce from player var randVect = UnityEngine.Random.onUnitSphere; if (randVect.y < 0.0f) { randVect = Vector3.Scale(randVect, Vector3.down); } // Ensure randVect is point front of player if (Vector3.Dot(randVect, actor.GetPlayerPosition()) < 0.0f) { randVect = Vector3.Scale(randVect, new Vector3(1.0f, 1.0f, -1.0f)); } moveDir = randVect.normalized; }
public void BeforePlayerFelledOut(MarathonPlayerManager actor) { GetComponent <Collider>().enabled = false; playerFellOutPosition = actor.GetPlayerPosition(); }