private Boolean isAttackBlocked(KeyboardState keyState, Hitzone hitzone) { // Check to see if the right direction is held // if ((directionFacing == Direction.Right && keyState.IsKeyDown(controlSetting.Controls["left"])) || (directionFacing == Direction.Left && keyState.IsKeyDown(controlSetting.Controls["right"]))) { // Check to see if the right zone is held. // Right now just check to see if they have down held or not // if ((hitzone == Hitzone.LOW && keyState.IsKeyDown(controlSetting.Controls["down"])) || (hitzone == Hitzone.HIGH && keyState.IsKeyUp(controlSetting.Controls["down"])) || hitzone == Hitzone.MID) { return(true); } else { return(false); } } else { return(false); } }
public void DetectedCollision(Hitzone zone) { Debug.Log(zone); switch (zone) { case Hitzone.figlio1: break; case Hitzone.figlio2: break; default: break; } }
public HitInfo SetAttackMoveProperties(String moveName, int hitstun, int blockstun, Hitzone hitzone) { HitInfo hitInfo = new HitInfo(hitstun, blockstun, hitzone); animations[moveName].HitInfo = hitInfo; return(animations[moveName].HitInfo); }
void Start() { _dashCollider = GetComponentInChildren <Hitzone>(); }
public void SetAttackMoveProperties(String moveName, int hitstun, int blockstun, Hitzone hitzone, int damage) { HitInfo hitInfo = sprite.SetAttackMoveProperties(moveName, hitstun, blockstun, hitzone); hitInfo.Damage = damage; }
public HitInfo(int hitstun, int blockstun, Hitzone hitzone) { this.hitstun = hitstun; this.blockstun = blockstun; this.hitzone = hitzone; }