public override void Hit(float dmg) { base.Hit(dmg); dashTarget = null; dodgeTarget = null; }
public void Dodge(Direction d) { dodgeTarget = new DodgeTarget(position, d); if (IsLocalPlayer) { SendDodge(dodgeTarget); } }
void SendDodge(DodgeTarget target) { MessageBuffer msg = new MessageBuffer(); msg.WriteShort((short)Protocol.PlayerDodge); msg.WriteVector(target.startPosition); msg.WriteByte((byte)target.direction); Game.client.Send(msg); }
public override void Die(Vector2 diePos) { Map.AddEffect(new EffectSkull(diePos, Color, Map)); dashTarget = null; dodgeTarget = null; dashCooldown.Reset(); base.Die(diePos); }
public void Dodge(Direction d) { dodgeTarget = new DodgeTarget(Position, d); }
public void Dodge(DodgeTarget dt) { Position = dt.startPosition; Dodge(dt.direction); }
public void ReceiveDodge(Vector2 start, Direction dir) { dodgeTargetBuffer = new DodgeTarget(start, dir); }
public void ReceiveDodge(Vector2 start, Direction direction) { dodgeTargetBuffer = new DodgeTarget(start, direction); SendDodgeToPlayer(start, direction, Map.playerList); }