private void Dash(Vector3 direction)
        {
            dashCollider_.enabled = true;
            this.DoAfterDelay(kDashDuration, () => {
                dashCollider_.enabled = false;
            });

            Vector3 endPosition = Player_.Rigidbody.position + (kDashDistance * Player_.WeightedRatio() * direction);

            Controller_.MoveTo(Player_, endPosition, kDashDuration, EaseType.CubicEaseOut);
            AudioConstants.Instance.Dash.PlaySFX();
            OnDash.Invoke();
            OnPlayerDash.Invoke(Player_);
        }
Example #2
0
        private void Recoil()
        {
            Vector3 endPosition = Player_.Rigidbody.position - (kRecoilDistance * this.transform.forward);

            Controller_.MoveTo(Player_, endPosition, kRecoilDuration, EaseType.CubicEaseOut);
        }