void StopTime() { if (Time.timeSinceLevelLoad - timeWhenCollision >= timeCooldownOnCollision) { playerState = PlayerOnEnemyStates.END_STOP_TIME; } }
private void GarbageBinHit() { playerAnimator.SetBool("PlayerPunching", false); levelSpeedSave = level.LevelSpeed; playerMovementSave = playerMovements.playerMovementSpeed; playerMovements.playerMovementSpeed = 0; playerAnimator.SetBool("PlayerDecelerating", true); playerState = PlayerOnEnemyStates.DECELERATION; }
void GroundEnemyHit() { levelSpeedSave = level.LevelSpeed; playerMovementSave = playerMovements.playerMovementSpeed; level.LevelSpeed = 0; playerMovements.playerMovementSpeed = 0; timeWhenCollision = Time.timeSinceLevelLoad; playerAnimator.SetBool("PlayerStopped", true); playerState = PlayerOnEnemyStates.STOP_TIME; }
private void Deceleration() { level.LevelSpeed = level.LevelSpeed + level.PlayerAcceleration * Time.deltaTime; if (level.LevelSpeed >= 0) { level.LevelSpeed = 0; playerAnimator.SetBool("PlayerDecelerating", false); playerAnimator.SetBool("PlayerInvincibility", true); playerState = PlayerOnEnemyStates.ACCELERATION; } }
void Acceleration() { level.LevelSpeed = level.LevelSpeed - level.PlayerAcceleration * Time.deltaTime; if (level.LevelSpeed <= levelSpeedSave) { level.LevelSpeed = levelSpeedSave; playerMovements.playerMovementSpeed = playerMovementSave; playerAnimator.SetBool("PlayerInvincibility", false); playerState = PlayerOnEnemyStates.NORMAL; } }
private void UnPunch() { playerAnimator.SetBool("PlayerPunching", false); playerState = PlayerOnEnemyStates.NORMAL; }
void EndStopTime() { playerAnimator.SetBool("PlayerStopped", false); playerAnimator.SetBool("PlayerInvincibility", true); playerState = PlayerOnEnemyStates.ACCELERATION; }