// Trigger Control void OnTriggerStay(Collider coll) { if (coll.tag == TagList.GroundBlock) { // Debug.Log("Trigger Stay"); standState = STAND_STATE.OnSafe; lastTriggerStayTimer = Time.time; } }
void Start() { // DamagingEffect = GameObject.FindGameObjectWithTag (TagList.DamagingEffect); GameObject deathFire = Resources.Load("PlayerEffect/DamagingFlame") as GameObject; DamagingEffect = Instantiate(deathFire, transform.position, Quaternion.identity) as GameObject; DamagingEffect.transform.parent = transform; standState = STAND_STATE.OnSafe; DamagingEffect.SetActive(standState == STAND_STATE.OnDanger); playerData = GetComponent <PlayerData> (); }
//Continously damaged if the player is stand on Fire void FixedUpdate() { if (Time.time - lastTriggerStayTimer > 0.2f) { standState = STAND_STATE.OnDanger; } if (standState == STAND_STATE.OnDanger && !damaging) { damaging = true; StartCoroutine(DangerDamage()); } DamagingEffect.SetActive(standState == STAND_STATE.OnDanger); }