//private Queue recallList = new Queue(); void Awake() { transformRenderer = GetComponent <Transform>(); cont = GetComponent <PlayerPlatformerController>(); animator = GetComponent <Animator>(); recallState = RecallState.Ready; recallOutline = GameObject.Find("RecallOutline"); recallOutline.GetComponent <SpriteRenderer>().enabled = false; // turn off the outline }
protected override void RecallAbilityCheck() { cont = GetComponent <PlayerPlatformerController>(); spriteRenderer = GetComponent <SpriteRenderer>(); var isRecallKeyDown = Input.GetKeyDown(KeyCode.X); // this was inside the switch switch (recallState) { case RecallState.Ready: if (isRecallKeyDown) { print("Recall prepped"); prepPosition = transformRenderer.localPosition; //recallOutline.GetComponent<Transform> () = transformRenderer; recallState = RecallState.Prepped; recallOutline.GetComponent <Transform> ().localPosition = prepPosition; recallOutline.GetComponent <SpriteRenderer>().enabled = true; } break; case RecallState.Prepped: if (isRecallKeyDown) { print("Recalling!"); transformRenderer.localPosition = prepPosition; recallCooldownTimer = recallCooldown; recallState = RecallState.Cooldown; recallOutline.GetComponent <SpriteRenderer>().enabled = false; } break; case RecallState.Cooldown: recallCooldownTimer -= Time.deltaTime; if (recallCooldownTimer <= 0) { recallCooldownTimer = 0; recallState = RecallState.Ready; //recallOutline.GetComponent<SpriteRenderer>().enabled = true; } break; } }