Add riding saw and static saw
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public bool instaKill = false;
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public float damage = 10f;
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public float damageRate = 5f;
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public Transform toPosition;
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private bool back = false;
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private float actualDamageRate = 0f;
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private bool interact = false;
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private PlayerManager playerManager;
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if (objectType == ObjectType.StaticSaw)
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{
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Debug.Log(!animation.isPlaying);
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animation.Play("Saw");
|
||||
animation.Play("SawA");
|
||||
}
|
||||
if (actualDamageRate < Time.time)
|
||||
{
|
||||
@ -69,6 +71,30 @@ public class DamageObjectsManager : MonoBehaviour
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (objectType == ObjectType.RidingSaw)
|
||||
{
|
||||
if (fromPosition != null && toPosition != null)
|
||||
{
|
||||
if (this.transform.localPosition == fromPosition.localPosition)
|
||||
{
|
||||
back = true;
|
||||
}
|
||||
else if (this.transform.localPosition == toPosition.localPosition)
|
||||
{
|
||||
back = false;
|
||||
}
|
||||
|
||||
if (back)
|
||||
{
|
||||
this.transform.localPosition = Vector3.MoveTowards(this.transform.localPosition, toPosition.localPosition, 5 * Time.deltaTime);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.transform.localPosition = Vector3.MoveTowards(this.transform.localPosition, fromPosition.localPosition, 5 * Time.deltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void damagePlayer(PlayerManager playerManager)
|
||||
|
Loading…
Reference in New Issue
Block a user