void RestoreSpeedFunction() { PathThroughObjects scriptInstance = gameObject.transform.parent.GetComponent <PathThroughObjects>(); scriptInstance.speed = originalSpeed; Destroy(gameObject); }
public void Begin(float percentage, float time, GameObject slowDownEffect) { Invoke("Restore", time); if (calledCount == 0) { path = gameObject.GetComponent <PathThroughObjects>(); originalSpeed = path.speed; path.speed *= percentage; } if (slowDownEffect != null) { this.slowDownEffect = slowDownEffect; } calledCount++; }
void OnCollisionEnter(Collision collision) { if (collision.collider.tag == "Enemy") { if (!collision.collider.GetComponentInChildren <RestoreSpeed> ()) { PathThroughObjects scriptInstance = collision.collider.GetComponent <PathThroughObjects> (); GameObject restoreSpeedInstance = Instantiate(restoreSpeedObject, collision.collider.transform.position, Quaternion.identity) as GameObject; restoreSpeedInstance.transform.parent = collision.collider.transform; RestoreSpeed scriptInstance2 = restoreSpeedInstance.GetComponent <RestoreSpeed> (); scriptInstance2.time = slowTime; scriptInstance2.originalSpeed = scriptInstance.speed; scriptInstance.speed *= slowPercentage; } } }