private void OnTriggerEnter2D(Collider2D collision) { scaleAnimator.Bump(); GetComponent <Collider2D>().enabled = false; StartCoroutine(AnimateColor()); anim.SetBool("Active", true); if (isFinal) { CameraFadeOut.Ref.FadeOut(); Player.Ref.PlayEnd(); } }
void Update() { if (alive && Input.GetMouseButtonDown(0)) { rb.AddTorque((isCircle ? -1 : 1) * torque, ForceMode2D.Force); isCircle ^= true; scaleAnimator.Bump(); } shape.CirclePercent = Mathf.Lerp(shape.CirclePercent, TargetCirclePercent, changeLerpMultiplier * Time.deltaTime); shape.CirclePercent = Mathf.MoveTowards(shape.CirclePercent, TargetCirclePercent, changeSpeed * Time.deltaTime); circleCollider.enabled = isCircle;// shape.CirclePercent >= 1; polygonCollider.enabled = !circleCollider.enabled; rb.gravityScale = Mathf.Lerp(squareGravity, circleGravity, shape.CirclePercent); if (Input.GetKey(KeyCode.R)) { UnityEngine.SceneManagement.SceneManager.LoadScene(0); } }