void Update()
{
//if player is killed, set player object's alpha to 0 (make invisible)
/*if(isAlive==false)
{
GetComponent<SpriteRenderer>().color = new Color(1f, 1f, 1f, 0f);
}
*/
//code for sprinting (for debugging)
//////////////////////////////////////////////
/*
if (Input.GetKey(KeyCode.LeftShift))
{
//it shift key is hit, players speed is 2 times the speed
sprint = true;
}
else
{
sprint = false;
}
*/
/////////////////////////////////////////////
// Code to spawn a HunterMonster targeting the player at a random location within
// the same floor.
if (!isHunterActive && standardLevel == true)//check if hunter is currently inactive and if this level should spawn a hunter
{
if (transform.position.y > floorOne && transform.position.y < floorTwo)
{
isHunterActive = true;
StartCoroutine(SpawnHunterMonster(hunterInactiveDuration, floorOne, floorTwo));
}
if (transform.position.y > floorTwo && transform.position.y < floorThree)
{
isHunterActive = true;
StartCoroutine(SpawnHunterMonster(hunterInactiveDuration, floorTwo, floorThree));
}
if (transform.position.y > floorThree && transform.position.y < floorFour)
{
isHunterActive = true;
StartCoroutine(SpawnHunterMonster(hunterInactiveDuration, floorThree, floorFour));
}
if (transform.position.y > floorFour && transform.position.y < floorFive)
{
isHunterActive = true;
StartCoroutine(SpawnHunterMonster(hunterInactiveDuration, floorFour, floorFive));
}
if (transform.position.y > floorFive && transform.position.y < floorAttic)
{
isHunterActive = true;
StartCoroutine(SpawnHunterMonster(hunterInactiveDuration, floorFive, floorAttic));
}
}
}