//Change player properties on trigger enter private void OnTriggerEnter2D(Collider2D collision) { //behaviour for when player is scared if (collision.tag == "Shadow" && this.gameObject.layer != 14) { SetAnimatorBool("Scared", true); SetAllInputFalse(); currentSpeed = PhysicsScript.EffectedFloat(NormalSpeed, 0.25f); } else if (collision.tag == "GravityWell" && this.gameObject.layer != 14) { SetAllInputFalse(); PhysicsScript.GravityIncrease(this.gameObject, 0.5f, 1.5f); currentSpeed = PhysicsScript.EffectedFloat(NormalSpeed, 1.5f); } //makes player visible when entering mirror in mirrorworld else if (collision.tag == "Mirror" && this.gameObject.layer == 14) { spriteRenderer.enabled = true; } else if (collision.tag == "Inversion") { currentSpeed = PhysicsScript.EffectedFloat(currentSpeed, -1.1f); } }
//Change player properties on trigger enter private void OnTriggerEnter2D(Collider2D collision) { //behaviour for when player is scared if (collision.tag == "GravityWell" && this.gameObject.layer != 14) { PhysicsScript.GravityIncrease(this.gameObject, 0.5f, 1.5f); normalSpeed = moveSpeed; moveSpeed = PhysicsScript.EffectedFloat(moveSpeed, 2); } //makes player visible when entering mirror in mirrorworld else if (collision.tag == "Inversion") { normalSpeed = moveSpeed; moveSpeed = PhysicsScript.EffectedFloat(moveSpeed, 0.1f); } }