Scriptum/Assets/BreakOre.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BreakOre : MonoBehaviour
{
public Sprite[] sprites;
private int oldSprite;
private int newSprite;
private List<int> availableSprites = new List<int>();
public ParticleSystem breakParticleSystem;
public bool timeToBreak = false;
void Start()
{
oldSprite = 0;
for (int i = 0; i < 2; i++)
{
availableSprites.Add(i);
}
}
IEnumerator Timer()
{
if (timeToBreak == true)
{
gameObject.SetActive(false);
}
yield return new WaitForSeconds(1);
var em = breakParticleSystem.emission;
em.enabled = false;
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.tag == "AttackHitbox")
{
var em = breakParticleSystem.emission;
em.enabled = true;
breakParticleSystem.Play();
if (oldSprite == 0)
{
newSprite = availableSprites[1];
oldSprite = 1;
GetComponent<SpriteRenderer>().sprite = sprites[newSprite];
}
else if (oldSprite == 1)
{
timeToBreak = true;
StartCoroutine(Timer());
}
GetComponent<SpriteRenderer>().sprite = sprites[newSprite];
StartCoroutine(Timer());
}
}
}