private void OnTriggerExit(Collider collide) { if (collide.gameObject == character) { RPGCharacterMovementController movement = character.GetComponent <RPGCharacterMovementController>(); movement.jumpSpeed = oldJumpSpeed; character = null; } }
void Awake() { // In order for the navMeshAgent not to interfere with other movement, we want it to be // enabled ONLY when we are actually using it. navMeshAgent = GetComponent <UnityEngine.AI.NavMeshAgent>(); navMeshAgent.enabled = false; rpgCharacterController = GetComponent <RPGCharacterController>(); rpgCharacterMovementController = GetComponent <RPGCharacterMovementController>(); rpgCharacterController.SetHandler("Navigation", new Actions.Navigation(this)); }
private void OnTriggerEnter(Collider collide) { RPGCharacterController controller = collide.gameObject.GetComponent <RPGCharacterController>(); if (controller != null) { character = collide.gameObject; RPGCharacterMovementController movement = character.GetComponent <RPGCharacterMovementController>(); oldJumpSpeed = movement.jumpSpeed; movement.jumpSpeed = oldJumpSpeed * 2f; Debug.Log("Trampoline!"); } }