Ejemplo n.º 1
0
    protected override IEnumerator StunEnemy(float stunDuration)
    {
        //return base.StunEnemy(stunDuration);

        if (!enStunned && isAlive)
        {
            enStunned = true; //enStunned is referenced in Controller, even if HeavyBandit uses Break instead
            isBroken  = true;
            EnDisableMove();
            enCanAttack = false;
            isAttacking = false;

            if (initialStunParticle != null)
            {
                Instantiate(initialStunParticle, transform.position, Quaternion.identity, transform);
            }

            yield return(new WaitForSeconds(.1f)); //short delay before starting slow motion

            TimeManager.Instance.CustomSlowMotion(.02f, .5f);

            Vector3 tempPos = transform.position;
            tempPos.y += TPOffset;
            AttackIndicator.ShowBreak(tempPos);

            EnAnimator.PlayStunned();
            yield return(new WaitForSeconds(.5f)); //1.1f

            EnAnimator.PlayAnim(2);
            yield return(new WaitForSeconds(breakDuration)); //1.3f //recoverDuration, is based on current phase

            //EnAnimator.PlayIdle(isAttacking, enStunned, isHurt); //TODO: play StunRecover animation NOT IDLE

            EnableShield();
            isBroken = false;
            yield return(new WaitForSeconds(.2f));

            ShowAttackIndicator();
            yield return(new WaitForSeconds(.5f));

            enCanAttack = true;
            isAttacking = false; //in case of attack interrupted from stun //TODO: might not need, is called earlier ^
            enStunned   = false;
            EnEnableMove();
            EnEnableFlip(); //precaution in case enemy is stunned during attack and can't flip
        }
    }
Ejemplo n.º 2
0
    protected override IEnumerator StunEnemy(float stunDuration)
    {
        if (!enStunned)
        {
            enStunned = true; //enStunned is referenced in Controller, even if HeavyBandit uses Break instead
            isBroken  = true;
            EnDisableMove();
            enCanAttack = false;
            //yield return new WaitForSeconds(.1f);
            EnAnimator.PlayStunned();

            /*if (timeManager != null)
             * {
             *  timeManager.CustomSlowMotion(.02f, .5f);
             * }*/

            if (initialStunParticle != null)
            {
                Vector3 tempLocation = transform.position;
                tempLocation.y += .5f;
                Instantiate(initialStunParticle, tempLocation, Quaternion.identity, transform);
            }

            if (isAlive)
            {
                Vector3 tempPos = transform.position;
                tempPos.y += TPOffset;
                AttackIndicator.ShowBreak(tempPos);
            }

            yield return(new WaitForSeconds(stunDuration));

            EnableShield();
            isBroken = false;
            EnAnimator.PlayAnim(0);               //Stun Recover

            yield return(new WaitForSeconds(1f)); //time for recover animation, or short delay before moving again

            enStunned   = false;
            enCanAttack = true;
            isAttacking = false; //in case of attack interrupted from stun
            EnEnableMove();
            EnEnableFlip();      //precaution in case enemy is stunned during attack and can't flip
        }
    }