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Question by elilittrell · Dec 04, 2020 at 02:53 AM · delayfreezepositionfreezerotation

Needing help on Delaying and Freezing Axis.

So I am trying to Delay A command and Freeze All The Axis for my die function on my charachter.

delaying here //Wait .1 seconds to call the next line

Freezing Axis here //Freeze all points/axis

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class PlayerCombat : MonoBehaviour { public Rigidbody2D rb; public GameObject Player; public Animator animator; [Space] public LayerMask enemyLayers; [Space] public Transform attackPoint; public float attackRange = 0.5f; public int attackDamage = 15; [Space] public float attackRate = 2f; float nextAttackTime = 0f; [Space] public int maxHealth = 100; int currentHealth;

 // Start is called before the first frame update
 void Start()
 {
     currentHealth = maxHealth;
 }

 public void TakeDamage(int damage)
 {
     currentHealth -= damage;


     animator.SetTrigger("Hurt");

     if (currentHealth <= 0)
     {
         animator.SetBool("IsDead", true);

         //Wait .1 seconds to call the next line

         Invoke("Die()", 0.1f);
     }

     void Die()
     {


         animator.SetBool("IsDead", true);

         rb.constraints = RigidbodyConstraints2D.FreezeAll;

         //Freeze all points/axis

         GetComponent<Animator>().enabled = false;
         GetComponent<Collider2D>().enabled = false;
         this.enabled = false;
     }

     // Update is called once per frame
     void Update()
     {

         if (Time.time >= nextAttackTime)
         {

             if (Input.GetButtonDown("Fire1"))
             {
                 Attack();
                 nextAttackTime = Time.time + 1.5f / attackRate;
             }
         }

     }

     void Attack()
     {
         animator.SetTrigger("Attack");

         Collider2D[] hitEnemeies = Physics2D.OverlapCircleAll(attackPoint.position, attackRange, enemyLayers);

         foreach (Collider2D enemy in hitEnemeies)
         {
             enemy.GetComponent<Enemy>().TakeDamage(attackDamage);
         }
     }

     void OnDrawGizmosSelected()
     {
         if (attackPoint == null)
             return;
         Gizmos.DrawWireSphere(attackPoint.position, attackRange);
     }

 }

}

I am not sure what to do that will work without errors, I am not even sure if "delaying" is what I need?

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avatar image elilittrell · Dec 08, 2020 at 03:50 AM 0
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okay I got the constraints to freeze, but I still need know how to delay

avatar image elilittrell · Dec 08, 2020 at 03:51 AM 0
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If I can get an answer that would be great, really any information is good

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