private void OnTriggerEnter2D(Collider2D collision) { if (collision.CompareTag("Player")) { visibility.setPlayerVisible(false); Debug.Log("Player in range"); } }
void Update() { if (!haunted) { if (playerInRange && Input.GetButton("Interact")) { if (hauntAmount >= hauntTime) { AudioManager.PlaySound("haunt"); slider.gameObject.SetActive(false); haunted = true; playerMovement.setCanMove(false); playerVisibility.setPlayerVisible(false); playerMovement.setCanMove(false); camControl.ChangeTarget(transform, offsetScale); playerCollision.enabled = false; player.GetComponent <SpriteRenderer>().color = new Color(0, 0, 0, 0); //TEMP to make player "invisible" SwitchDimension(); } else { slider.gameObject.SetActive(true); hauntAmount += Time.deltaTime; slider.value = hauntAmount / hauntTime; } } else if (hauntAmount > 0f) { hauntAmount = 0f; slider.gameObject.SetActive(false); } } else { if (!Input.GetButton("Interact")) { AudioManager.PlaySound("dehaunt"); hauntAmount = 0f; haunted = false; playerVisibility.setPlayerVisible(true); playerMovement.setCanMove(true); camControl.ChangeTarget(player.transform, 1f); playerCollision.enabled = true; player.GetComponent <SpriteRenderer>().color = Color.white; //TEMP to make player visible again SwitchDimension(); } else { Interact(); } } }