void suffocate() { //isSuffocating = true; playerStateScript.SetIsSuffocating(true); //print("isSuffocating set true"); breath_count = 0; // trigger the breathing icon to dead // iconIndicator.SetTrigger ("is_dead"); // iconIndicator.SetBool("isDead", true); // the beaver should pass through obstacles when they are suffocating transform.FindChild("Beaver").gameObject.layer = LayerMask.NameToLayer("Suffocating"); //The beaver collider beaverMouth.transform.FindChild("beaver_mouth").gameObject.layer = LayerMask.NameToLayer("Suffocating"); // The mouth collider //drop the pearl, 180 = downwards, throwingScript.ThrowPearl(180.0f, dropPearlForce); playerStateScript.SetHasPearl(false); //movingScript.enabled = false; // disables movement, dashing, throwing movingScript.SetMoveForce(constants.moveForceSlow); dashScript.enabled = false; throwingScript.enabled = false; colDetectScript.enabled = false; beaverPearlCollider.GetComponent <Collider2D>().enabled = false; animator.SetTrigger("breathing_in"); // sets animator trigger so that suffocation animation is played Invoke("floating", suffocate_time); // switch to floating after "suffocate_time" amount of seconds }
public void Damage() { playerStateScript.SetIsHit(true); soundPlayer.PlayClip(hitSound, 0.6f); movingScript.enabled = false; // disables movement, dashing, throwing throwingScript.enabled = false; animator.SetTrigger("is_hit"); // sets animator trigger so that suffocation animation is played //throw the pearl in the direction of enemy dash throwingScript.ThrowPearl(playerStateScript.GetAimingAngle(), dropPearlForce); //become able to move again Invoke("RestartState", 1.5f); //player flashes red //playerHit.GetComponent<Animation>().Play("Player_RedFlash"); }