Adding falling cloud and animations.

This commit is contained in:
Tristan Roux
2018-12-02 17:37:26 +01:00
parent 76a8a56a55
commit 1f135a9a3f
15 changed files with 1379 additions and 0 deletions

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using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
[RequireComponent(typeof(Rigidbody2D))]
public class FallingCloud : MonoBehaviour
{
private Rigidbody2D rb;
private new SpriteRenderer renderer;
private Vector3 initialPosition;
private void Start ()
{
rb = GetComponent<Rigidbody2D>();
renderer = GetComponent<SpriteRenderer>();
initialPosition = transform.position;
}
private async void OnCollisionEnter2D(Collision2D collision)
{
await Task.Delay(1500);
rb.isKinematic = false;
await Task.Delay(2000);
renderer.enabled = false;
await Task.Delay(1500);
rb.isKinematic = true;
transform.position = initialPosition;
renderer.enabled = true;
}
}

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@@ -180,6 +180,8 @@ public class PlayerMovement : MonoBehaviour
personalty = Personalty.Normal;
PersonalityRenderer.sprite = PersonalitySprites[(int)Personalty.Normal];
transform.position = GameObject.Find("SacrificeEnd").transform.position;
}
}
@@ -614,6 +616,7 @@ public class PlayerMovement : MonoBehaviour
{
if (collision.tag == "CheckPoint")
{
Destroy(collision.gameObject);
checkPoint = transform.position;
effectSource.clip = checkpointClip;
effectSource.Play();

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