/* * After charging a weapon, when the fighter lets go of the charge, it should * perform ReleaseWeapon. This method stamps off the charged up time and begins * the Swing animation. */ public void ReleaseWeapon() { bool isCharging = chargeUpTimer.IsRunning(); if (isCharging) { currentChargeUpTime = chargeUpTimer.GetTimerRuntime(); chargeUpTimer.StopTimer(); FireWeapon(); } }
/* * Set the fighter back to non-blocking state. */ public void UnBlock(bool isShieldBreak) { if (isShieldBreak) { PlaySound(shieldBreakSound); } else { PlaySound(shieldUpSound); } shieldTime.StopTimer(); isBlocking = false; }