//Function that handles speed reduction, whenever a player stops charging a shot or steps out a trap public void RaiseSpeed(SlowingType type) { switch (type) { case SlowingType.Charge: if (chargeReduce) { animator.SetFloat("Speed", animator.GetFloat("Speed") / swingType.animatorChargingDivider); currentSpeed /= swingType.chargingDivider; chargeReduce = false; } break; // case SlowingType.Trap: // if (trapReduce) { // animator.SetFloat("Speed",animator.GetFloat("Speed") / playerType.animatorTrapDivider); // currentSpeed *= playerType.trapDivider; // trapReduce = false; // } // break; } if (currentSpeed < initialSpeedWithModifier) { currentSpeed = initialSpeedWithModifier; } }
//Function that handles speed reduction, whenever a player is charging a shot or steps on a trap public void ReduceSpeed(SlowingType type) { switch (type) { case SlowingType.Charge: if (!chargeReduce) { StartCoroutine(ChargeSlowing(swingType.chargingDivider, swingType.animatorChargingDivider)); chargeReduce = true; } break; // case SlowingType.Trap: // if (!trapReduce) { // animator.SetFloat("Speed",animator.GetFloat("Speed") * playerType.animatorTrapDivider); // currentSpeed /= playerType.trapDivider; // trapReduce = true; // } // break; } if (currentSpeed > initialSpeedWithModifier) { currentSpeed = initialSpeedWithModifier; } }