/// <summary> /// When the player attacks (As you can see I pass a AudioClip as a parameter for the sound to this GameObject as different attacks can have different sounds). /// When a player is attacking we have to take care of a few things by default (atleast for this case of the demo). /// The animation, attack sound any any movement restrictions applied for attacking. /// </summary> public void Attack(string animationNameValue, AudioClip clip) { // IF we are currently not attacking. if (!CharacterAnimator.GetBool(animationNameValue)) { // Set the Attack Animation. CharacterAnimator.SetBool(animationNameValue, true); // Play the attack sound (if there is one). Grid.soundManager.PlaySound(clip); } }
/// <summary> /// Whenever this monster attacks we will associate a few actions. (Keep in mind monsters that just run into the player to do damage with no attack animation should not call this method.) /// 1) Animation (Not all enemies have an attack animation, example being the bat in the Demo.) /// 2) Attack Sound (Not all enemies have an attack animation, example being the bat in the Demo.) /// 3) Movement Restriction /// </summary> /// <param name="clip">Clip.</param> public void Attack(string animationNameValue, AudioClip clip) { // IF we are currently not attacking. if (!CharacterAnimator.GetBool(animationNameValue)) { // Set the Attack Animation. CharacterAnimator.SetBool(animationNameValue, true); // Play the attack sound (if there is one). Grid.soundManager.PlaySound(clip); // Set the IsMoving variable for the animation to false since the character will not be moving while attacking. CharacterAnimator.SetBool("IsMoving", false); // Make it to where the GameObject cannot move. CanMove = false; } }