void OnTriggerStay2D(Collider2D col)
{
// OverlapPoint refers to world space instead of screen space, adjusting accordingly
clickPosition.x = (Camera.main.ScreenToWorldPoint(Input.mousePosition).x);
clickPosition.y = (Camera.main.ScreenToWorldPoint(Input.mousePosition).y);
/* if (Input.GetMouseButtonDown(0) && col.OverlapPoint(clickPosition)&& touchingHidingSpot) //if player activates hiding spot
{
if (!hide)
{
//sprite.sortingOrder = hidingOrder;
sprite.color = new Color(1f, 1f, 1f, 0f);
hide = true;
}
else
{
sprite.color = initialColor;
//sprite.sortingOrder = sortingOrder;
//transform.position = new Vector3(wallL.transform.position.x + 4, transform.position.y, transform.position.z);
hide = false;
//snaps player to center of hiding object, after hiding.
transform.position = new Vector3(cover.transform.position.x, transform.position.y, transform.position.z);
if (slowMo) //Disables slowmotion speed upon hiding
{
slowMo = false;
}
}
}
*/
//Toggle Hide/Unhide
//if ((Input.GetKeyDown(KeyCode.Space) || (Input.GetMouseButtonDown(0) && col.OverlapPoint(clickPosition)))) //if player activates hiding spot
// //|| ((hide && ((Input.GetAxis("Horizontal") > 0.9)||(Input.GetAxis("Horizontal") < -0.9))) //or if player is hidden and moves using the keyboard
// //|| (hide && Input.GetMouseButton(0)&& (Input.mousePosition.x < edgeLeft.x || Input.mousePosition.x > edgeRight.x)))) //or if player is hidden and moves using the mouse
//{
// if (col.gameObject.tag == "Cover")
// {
// if (!hide)
// {
// //sprite.sortingOrder = hidingOrder;
// sprite.color = new Color(1f, 1f, 1f, 0f);
// hide = true;
// }
// else
// {
// sprite.color = initialColor;
// //sprite.sortingOrder = sortingOrder;
// hide = false;
// if (slowMo) //Disables slowmotion speed upon hiding
// {
// slowMo = false;
// }
// }
// }
//if player is trying to hide, and the object is the trap enemy
/*
else if (col.gameObject.tag == "Enemy")
{
//player dies
isAlive = false;
//prevents movement
normalSpeed = 0f;
}
*/
//}
////if player colliders with an enemy and is not hidden
//if (col.gameObject.tag == "PatrolEnemy" && hide == false)
//{
// //player is dead
// isAlive = false;
// //prevent player from moving
// normalSpeed = 0f;
//}
///gameover for stationary enemies handled in their own code
}