Added Untested Shrink Logic

main
thoopchuk26 4 years ago
parent 52a061a77b
commit 6e0fe88667

@ -140,8 +140,8 @@ CapsuleCollider2D:
m_IsTrigger: 0
m_UsedByEffector: 0
m_UsedByComposite: 0
m_Offset: {x: 0, y: 0}
m_Size: {x: 1.28, y: 1.28}
m_Offset: {x: 0.0020841956, y: 0}
m_Size: {x: 0.48391044, y: 1.28}
m_Direction: 0
--- !u!50 &4572441351392969366
Rigidbody2D:

@ -5,29 +5,31 @@ using UnityEngine;
public class Shrink : MonoBehaviour
{
private GameObject player;
private CapsuleCollider2D hitbox;
private bool canShrink = false;
private float timer = 0;
// Start is called before the first frame update
void Start()
{
player = GetComponent<GameObject>();
hitbox =
}
// Update is called once per frame
void Update()
{
if (true)
{
}
timer += Time.deltaTime;
}
public void startShrinking()
{
if (canShrink)
{
for(int i = 0; i < 2; i++)
for(int i = 0; i < 3; i++)
{
player.transform.localScale = new Vector3(player.transform.localScale.x*0.75f, player.transform.localScale.y*0.75f, player.transform.localScale.z);
player.transform.localScale = new Vector3(player.transform.localScale.x * (3 / 4), player.transform.localScale.y * (3 / 4), player.transform.localScale.z);
player.GetComponent<CapsuleCollider2D>().size = new Vector2(player.GetComponent<CapsuleCollider2D>().size.x * (3 / 4), player.GetComponent<CapsuleCollider2D>().size.y * (3 / 4));
new WaitForSeconds(0.25f);
}
}
}
@ -36,10 +38,22 @@ public class Shrink : MonoBehaviour
{
if (canShrink)
{
for (int i = 0; i < 2; i++)
for(int i = 0; i<3; i++)
{
player.transform.localScale = new Vector3(player.transform.localScale.x * (4/3), player.transform.localScale.y * (4 / 3), player.transform.localScale.z);
player.transform.localScale = new Vector3(player.transform.localScale.x * (4 / 3), player.transform.localScale.y * (4 / 3), player.transform.localScale.z);
player.GetComponent<CapsuleCollider2D>().size = new Vector2(player.GetComponent<CapsuleCollider2D>().size.x * (4 / 3), player.GetComponent<CapsuleCollider2D>().size.y * (4 / 3));
new WaitForSeconds(0.25f);
}
}
}
private void OnTriggerEnter2D(Collider2D collision)
{
canShrink = false;
}
private void OnTriggerExit2D(Collider2D collision)
{
canShrink = true;
}
}

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