Exemplo n.º 1
0
    // Update is called once per frame
    void Update()
    {
        if (swordAttack == false)
        {
            weapon.enabled = true;
            weapon.GetComponent <Renderer>().enabled = true;
        }


        if (Input.GetButtonDown("Fire2"))
        {       //Player presses down RMB
            Debug.Log("Stabbing");

            swordAttack = true;

            weapon.enabled = false;
            weapon.GetComponent <Renderer>().enabled = false;

            //When player uses sword, play sword animation
            anim.SetBool("Sword", swordAttack);
        }



        if (Input.GetMouseButtonUp(1))
        {       //Player presses up RMB
            swordAttack = false;
            anim.SetBool("Sword", swordAttack);
        }
    }
Exemplo n.º 2
0
    }                                                   //so I can put a delay in it, and it doesn't affect all the other code

    public IEnumerator RespawnPlayerCo()
    {
        //KILL EVERYTHING -------------------------------------------

        //Death particle
        Instantiate(deathParticle, player.transform.position, player.transform.rotation);

        //Player
        player.GetComponent <Renderer>().enabled     = false;
        player.GetComponent <Rigidbody2D>().velocity = Vector2.zero;
        player.enabled = false;

        //Camera
        camera.isFollowing = false;

        //Bow
        weapon.enabled = false;
        weapon.GetComponent <Renderer>().enabled = false;

        //Sword
        sword.enabled = false;
        sword.GetComponent <Renderer>().enabled = false;

        //RESPAWN EVERYTHING -------------------------------------------

        //Subtract points
        ScoreManager.AddPoints(-pointPenaltyOnDeath);

        //Move player before delay
        player.transform.position = currentCheckpoint.transform.position;

        //Respawn Delay
        yield return(new WaitForSeconds(respawnDelay));

        //Respawn particle
        Instantiate(respawnParticle, currentCheckpoint.transform.position, currentCheckpoint.transform.rotation);

        //Player
        player.GetComponent <Renderer>().enabled = true;
        player.enabled = true;

        //Health
        healthManager.FullHealth();
        healthManager.isDead = false;

        //Camera
        camera.isFollowing = true;

        //Bow
        weapon.enabled = true;
        weapon.GetComponent <Renderer>().enabled = true;
        weapon.GetComponent <Animator>().SetBool("PlayerShoot", false);
        weapon.GetComponent <Animator>().CrossFade("Bow_Idle", 0f);

        //Sword
        sword.enabled = true;
    }