using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlataformaFalling : MonoBehaviour { public float fallDelay = 1f; public float respawnDelay = 5f; public GameObject particles; private Rigidbody2D rb2d; private BoxCollider2D pc2d; private Vector3 start; // Use this for initialization void Start () { rb2d = GetComponent(); pc2d = GetComponent(); start = transform.position; } // Update is called once per frame void Update () { } void OnCollisionEnter2D(Collision2D col){ if (col.gameObject.CompareTag("Player")){ Instantiate(particles, new Vector2(transform.position.x, transform.position.y + .5f), Quaternion.identity); Invoke("Fall", fallDelay); Invoke("Respawn", fallDelay + respawnDelay); AudioManager.instance.Play("FallingPlatform"); } } public void ButtonFall(){ AudioManager.instance.Play("FallingPlatform"); Invoke("Fall", fallDelay); Invoke("Respawn", fallDelay + respawnDelay); Instantiate(particles, new Vector2(transform.position.x, transform.position.y + .5f), Quaternion.identity); } void Fall(){ rb2d.isKinematic = false; pc2d.isTrigger = true; } void Respawn(){ transform.position = start; rb2d.isKinematic = true; rb2d.velocity = Vector3.zero; pc2d.isTrigger = false; } }