示例#1
0
    IEnumerator KillPlayer(UncleMovement uncle)
    {
        anim.SetTrigger("Prepare");
        yield return(new WaitForSeconds(waitTime));

        anim.SetTrigger("Attack");
        uncle.SetDealth();
    }
示例#2
0
 private void OnTriggerExit2D(Collider2D collision)
 {
     if (collision.gameObject.CompareTag("Uncle"))
     {
         //if (playerCount > 0) playerCount--;
         uncleM = null;
     }
     if (collision.gameObject.CompareTag("Child"))
     {
         childM = null;
     }
 }
示例#3
0
 private void OnTriggerEnter2D(Collider2D collision)
 {
     //When the child or the uncle come into trigger collider wait for attack
     if (collision.gameObject.CompareTag("Uncle"))
     {
         UncleMovement uncle = collision.gameObject.GetComponent <UncleMovement>();
         coro = StartCoroutine(KillPlayer(uncle));
     }
     else if (collision.gameObject.CompareTag("Child"))
     {
         ChildMovement child = collision.gameObject.GetComponent <ChildMovement>();
         coro = StartCoroutine(KillPlayer(child));
     }
 }
示例#4
0
    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.gameObject.CompareTag("Uncle"))
        {
            //if (playerCount < 2) playerCount++;
            uncleM = collision.gameObject.GetComponent <UncleMovement>();
        }

        if (collision.gameObject.CompareTag("Child"))
        {
            childM = collision.gameObject.GetComponent <ChildMovement>();
        }
        Debug.Log("condition " + playerCount);
        //if (playerCount == condition)
        //{
        //    StartCoroutine(LoadLevel(SceneManager.GetActiveScene().buildIndex + 1));
        //}

        if (childM && uncleM)
        {
            StartCoroutine(LoadLevel(SceneManager.GetActiveScene().buildIndex + 1));
        }
    }