My goal is to make a single collision detection that will decrease the movement speed of the object it collided with for a specific duration.
What I tried so far:
//Class that detects the collision
if (other.gameObject.tag == "enemy")
{
EnemyMovement enemyMove = other.GetComponent <EnemyMovement> ();
if (enemyMove.slowMove != 1) {
return;
}
enemyMove.Slow (2, 0.5f, true);
//....
//Class that handles the Enemy-Movement
//The slowfactor gets multiplied with the Vector3 that handles the movementspeed of the Character
void FixedUpdate ()
{
Movement();
}
void Movement()
{
gegnerRigid.MovePosition (transform.position + (gegnerMove * slowMove));
}
public void Slow (float duration, float slowFactor, bool slowed)
{
if (slowed)
{
if (duration > 0) {
duration -= Time.deltaTime;
slowMove = slowFactor;
Slow (duration, slowFactor, slowed); //this recursive Call leads to huge performance issues, but how to keep the function going?
} else {
slowMove = 1;
slowed = false;
}
}
}
So what I wanted to happen: Call the Slow-function if collision happens and make it invoke itself until the duration is 0.