private void AnimEvent_Heavy_HitCheck_0Start() { hitCheck_Start = true; // Visual Effect CamShake_Logic.ShakeDir(camShakeData_Punch, transform, transform.right); }
private void AnimEvent_Basic_HitCheck_0Start() { hitCheck_Start[0] = true; // Effect CamShake_Logic.ShakeDir(camShakeData_Attack, transform, Vector2.down); }
private void VisualEffect() { // Muzzle Flash muzzleFlashPrefab.Spawn(shootPoint, new Vector2(0, 0), Quaternion.identity); // Cam Shake CamShake_Logic.ShakeDir(camShakeData_Shoot, transform, Vector2.left); }
private void AnimEvent_Basic_HitCheck_1Start() { hitOverlapData.Clear(); hitCheck_Start[1] = true; // Effect CamShake_Logic.ShakeDir(camShakeData_Attack, transform, Vector2.down); }
void ICanDetectGround.OnGroundEnter() { // Timer weaponItem.Slam_Dur.SetActive(true); // Animation data.Animator.Play("Slam"); // Effect CamShake_Logic.ShakeDir(camShakeData_Slam, transform, Vector2.down); }
private void VisualEffect() { // Muzzle Flash muzzleFlashPrefab.Spawn(shootPoint, new Vector2(0, 0), Quaternion.identity); // Empty Shell emptyShellPrefab.Spawn(emptyShellSpawnPos.position, transform.rotation); // Update Ammo Belt Pos weaponItem.UpdateAmmoBeltPos(); // Cam Shake CamShake_Logic.ShakeDir(camShakeData_Shoot, transform, Vector2.left); }
public override void OnEnter() { // Timer weaponItem.Heavy_Dur.SetActive(true); // Animation data.Animator.Play("Heavy_Punch"); // Effect CamShake_Logic.ShakeDir(camShakeData_Punch, transform, transform.right); if (GM.Player.Data.groundDetectionData.isGrounded) { Flip_Logic.FlipXTo(GM.Player.Data.Dir, dustEffect.Spawn(transform.position).transform); } // Player GM.Player.Data.CanDash = false; GM.Player.Data.CanKick = false; GM.Player.Data.CanChangeDir = false; PlayerInventoryManager.weaponHotbar.LockSlots(this, true); }
private void VisualEffect() { // Cam Shake CamShake_Logic.ShakeDir(camShakeData_Shoot, transform, Vector2.left); }