IEnumerator PickUp(Collider2D player) { oldWeight = _WeightChange.GetWeight(); _WeightChange.SetWeight(newWeight); _WeightChange.SetBreak(breakValue); _WeightChange2.SetGravity(gravityValue); GetComponent <Collider2D>().enabled = false; GetComponent <SpriteRenderer>().enabled = false; yield return(new WaitForSeconds(duration)); _WeightChange.SetWeight(oldWeight); Destroy(gameObject); }
IEnumerator PickUp(Collider2D player) //find first link of chain and change it's break limit also changes to new spawnpoint and new prefab to unchained player { _ColorCode.SetSpawnPoint(spawnPointFree); _ColorCode.SetPlayerPrefab(freePlayer); chainFirst = GameObject.FindGameObjectsWithTag("ChainFirst"); chainTemp = (GameObject)chainFirst.GetValue(0); _WeightChange = chainTemp.GetComponent <WeightChange>(); _WeightChange2 = chainTemp.GetComponent <WeightChange>(); oldWeight = _WeightChange.GetWeight(); _WeightChange.SetWeight(newWeight); _WeightChange.SetBreak(breakValue); _WeightChange2.SetGravity(gravityValue); GetComponent <Collider2D>().enabled = false; GetComponent <SpriteRenderer>().enabled = false; yield return(new WaitForSeconds(duration)); _WeightChange.SetWeight(oldWeight); Destroy(gameObject); }