IEnumerator doFallanimation1() { // Debug.Log("in dofall1 " + THETIME); canwalk = false; animation.CrossFade("falling"); //Debug.Log("GOThitt in fall1 at " + THETIME); this.transform.GetComponent <CapsuleCollider>().enabled = false; yield return(new WaitForSeconds(1.5f * animation["falling"].length)); curr_state = AlbertState.Invincible; }
void TakeABeating() { MusicAudioSource.clip = myAudioclip; MusicAudioSource.Play(); //Debug.Log("collisioat " + THETIME); curr_state = AlbertState.GotHit; // Debug.Log("Vowel"); Context.PlayerHealth.DecreaseHealth(); Instantiate(Resources.Load("Explosions/blackStars1"), transform.position, Quaternion.Euler(-180, 0, 0)); StartCoroutine(doFallanimation1()); StartCoroutine(doFallanimation2()); }
IEnumerator doFallanimation2() { //Debug.Log("in dofall-2 " + THETIME); //Debug.Log("isinvis in fall02 at " + THETIME); while (blinkCount < numberOfTimesToBlink) { SMR.enabled = !SMR.enabled; if (SMR.enabled == true) { blinkCount++; } yield return(new WaitForSeconds(blinkRate)); } blinkCount = 0; curr_state = AlbertState.Playing; this.transform.GetComponent <CapsuleCollider>().enabled = true; // Debug.Log("in dofal-2 end of func" + THETIME); }