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_); }
private void Recoil() { Vector3 endPosition = Player_.Rigidbody.position - (kRecoilDistance * this.transform.forward); Controller_.MoveTo(Player_, endPosition, kRecoilDuration, EaseType.CubicEaseOut); }