// Quarter Circle Forward public void QCF() { // Step 1: Down movement if (AI.doingQCF == 1) { MaxInput.Crouch("Player2"); AI.doingQCF = 2; AI.delayTimer = .1f; AI.keepInput = true; } // Step 2: Down Left/Right movement else if (AI.doingQCF == 2) { if (AI.faceLeft == true) { MaxInput.DownLeft("Player2"); } else { MaxInput.DownRight("Player2"); } AI.doingQCF = 3; AI.delayTimer = .1f; } // Step 3: Left/Right movement else if (AI.doingQCF == 3) { MaxInput.DownMove("Player2"); if (AI.faceLeft == true) { MaxInput.MoveLeft("Player2"); } else { MaxInput.MoveRight("Player2"); } AI.doingQCF = 4; AI.delayTimer = .1f; } // Step 4: Pressing Attack button else if (AI.doingQCF == 4) { if (AI.keepAction == "Square") { MaxInput.Square("Player2"); } if (AI.keepAction == "Triangle") { MaxInput.Triangle("Player2"); } if (AI.keepAction == "Circle") { MaxInput.Circle("Player2"); } if (AI.keepAction == "Cross") { MaxInput.Cross("Player2"); } if (AI.keepAction == "RTrigger") { MaxInput.RTrigger("Player2"); } if (AI.keepAction == "RBumper") { MaxInput.RBumper("Player2"); } AI.doingQCF = 0; AI.keepAction = ""; AI.keepInput = false; } }