IEnumerator Effect(Player_Net p) { yield return(new WaitForSeconds(duration)); triggered = false; avaible.Play(); }
public override void Action(Player_Net p) { p.Win(); /*Cursor.lockState = CursorLockMode.None; * (GameObject.Find("PauseScript").GetComponent<PauseMenuScript>()).isActive = true; * * SceneManager.LoadScene("Menu");*/ }
IEnumerator Effect(Player_Net p) { p.running_speed += speedValue; p.walking_speed += speedValue; yield return(new WaitForSeconds(duration)); p.running_speed -= speedValue; p.walking_speed -= speedValue; triggered = false; avaible.Play(); }
void OnTriggerEnter(Collider entity) { Player_Net p = entity.transform.GetComponent <Player_Net>(); if (p != null && !triggered) { p.PlaySound(pickUpSound, 0.1f, false); triggered = true; Action(p); if (avaible != null) { avaible.Stop(); } } }
//private Vector3 FPSpos; // Use this for initialization void Start() { player = GetComponent <Player_Net>(); if (Camera.main != null) { fpsCam = GetComponentInChildren <Camera>(); } else { Debug.LogWarning( "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.", gameObject); // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them! } camRot = fpsCam.transform.rotation; }
//private int idleStateHash = Animator.StringToHash("Base Layer.Idle"); //private int bendStateHash = Animator.StringToHash("Base Layer.Bending"); // Use this for initialization void Start() { character = transform.parent.gameObject; player = character.GetComponent <Player_Net>(); if (!local) // On desactive la camera pour les autres joueurs multi { Camera cam = gameObject.transform.GetChild(0).gameObject.GetComponent <Camera>(); cam.enabled = false; cam.GetComponent <AudioListener>().enabled = false; Destroy(this); return; } // On affiche pas le curseur en jeu Cursor.lockState = CursorLockMode.Locked; }
public override void Action(Player_Net p) { p.TakeDamage(damage, ""); StartCoroutine(Effect(p)); }
public abstract void Action(Player_Net p);
public override void Action(Player_Net p) { StartCoroutine(Effect(p)); }
public override void Action(Player_Net p) { p.CmdHeal(heal); StartCoroutine(Effect(p)); }