private void OnTriggerEnter(Collider other) { if (other.tag == "LIMIT") { gameObject.SetActive(false); } if (other.tag == "Player" && !dead) { dead = true; // deal damage or take damage, depending on if player is attacking or not Player_input p = other.transform.GetComponent <Player_input>(); if (p.attacking) { audio.clip = sfx[0]; audio.Play(); p.add_points((int)transform.position.y + 1); StartCoroutine(die()); } else { audio.clip = sfx[1]; audio.Play(); p.take_damage(); StartCoroutine(die()); } } }
private void OnTriggerStay(Collider other) { if (other.tag == "Player" && !dead) { dead = true; // deal damage or take damage, depending on if player is attacking or not Player_input p = other.transform.GetComponent <Player_input>(); if (p.attacking) { this.ani.Play("ki_peace"); p.add_points((int)transform.position.y + 1); StartCoroutine(die()); } else { ani.Play("ki_discord"); p.take_damage(); StartCoroutine(die()); } } }
public void Awake() { invenotryOnOff = GameObject.Find("Player").GetComponent <Player_input>(); selectedItems = GameObject.Find("Invenotry_Background").GetComponent <Invenotry>().selectedItemsSave; }