void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) { ThirdPersonMovment playerMovement = other.GetComponent <ThirdPersonMovment>(); playerMovement.controller.enabled = false; winningText.SetActive(true); playerHasWon = true; //Debug.Log("Bool hasWon", playerHasWon); } }
private IEnumerator Pushback(Collider player) { Debug.Log("Direction: " + direction); direction = transform.position - player.transform.position; direction = direction.normalized; ThirdPersonMovment playerMovement = player.GetComponent <ThirdPersonMovment>(); //playerMovement.controller.enabled = false; playerMovement.impact = direction * pushbackFactor; yield return(new WaitForSeconds(duration)); //playerMovement.controller.enabled = true; }
IEnumerator Boost(Collider player) { Instantiate(DeathEffect, player.transform.position, player.transform.rotation); ThirdPersonMovment playerMovement = player.GetComponent <ThirdPersonMovment>(); playerMovement.controller.enabled = false; playerIsDead = true; playerstats.calculateDamage(100); yield return(new WaitForSeconds(duration)); playerIsDead = false; player.transform.position = playerMovement.checkpoint; playerMovement.controller.enabled = true; }
IEnumerator Boost(Collider player) { // Instantiate(BoostEffect, transform.position, transform.rotation); ThirdPersonMovment playerMovement = player.GetComponent <ThirdPersonMovment>(); playerMovement.speed *= multiplier; //Make Boost Object invisible GetComponent <MeshRenderer>().enabled = false; GetComponent <Collider>().enabled = false; yield return(new WaitForSeconds(duration)); playerMovement.speed /= multiplier; Destroy(gameObject); }
void setCheckPoint(Collider player) { ThirdPersonMovment playerMovement = player.GetComponent <ThirdPersonMovment>(); playerMovement.checkpoint = player.transform.position; }