public IEnumerator TriggerHitAnimation(bool isPlayer, Effectiveness effectiveness) { AnimatorWrapper animator = isPlayer ? PlayerStatusAnimator : OpponentStatusAnimator; return(animator.TriggerAndWait("Attack")); switch (effectiveness) { case Effectiveness.Ineffective: SoundEffectManager.Inst.PlaySoundImmediate("Boing"); break; case Effectiveness.VeryWeak: case Effectiveness.Weak: SoundEffectManager.Inst.PlaySoundImmediate("PlayerAttackWeak"); break; case Effectiveness.Strong: case Effectiveness.VeryStrong: SoundEffectManager.Inst.PlaySoundImmediate("PlayerAttackStrong"); break; case Effectiveness.Average: default: SoundEffectManager.Inst.PlaySoundImmediate("PlayerAttack"); break; } }
public IEnumerator DeltAnimation(string animationKey, bool isPlayer) { AnimatorWrapper animator = isPlayer ? PlayerStatusAnimator : OpponentStatusAnimator; yield return(animator.TriggerAndWait(animationKey)); BattleManager.AddToBattleQueue(action: () => SoundEffectManager.Inst.PlaySoundImmediate(animationKey)); }
public IEnumerator ChangeDeltStatus(bool isPlayer, statusType status) { string statusKey = status.ToString(); AnimatorWrapper animator = isPlayer ? PlayerStatusAnimator : OpponentStatusAnimator; yield return(animator.TriggerAndWait(statusKey)); SoundEffectManager.Inst.PlaySoundImmediate(statusKey); //REFACTOR_TODO: Have animation use callback to SetDeltStatusSprite }
public IEnumerator BallRattles(int ballRattles) { return(OpponentStatusAnimator.TriggerAndWait("BallRattles", ballRattles)); }
public IEnumerator DeltHurt(bool isPlayer) { AnimatorWrapper slideAnimator = isPlayer ? PlayerAttackAndSlideAnimator : OpponentAttackAndSlideAnimator; return(slideAnimator.TriggerAndWait("Hurt")); }