Example #1
0
 public override void AE_EndAttack()
 {
     if (trail)
     {
         trail.EndTrail();
     }
     weapon.EndAttack();
 }
Example #2
0
 // This is called by an animation event when when attack animations are finishing.
 public void MeleeAttackEnd()
 {
     if (meleeWeapon != null)
     {
         meleeWeapon.EndAttack();
     }
     m_InAttack = false;
 }
Example #3
0
    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    //{
    //
    //}

    //OnStateExit is called when a transition ends and the state machine finishes evaluating this state
    override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        Weapon weapon = playerAttack.ActiveWeapon;

        if (weapon.GetType() == typeof(MeleeWeapon))
        {
            MeleeWeapon melee = weapon as MeleeWeapon;
            melee.EndAttack(lastCombo);
        }
    }
Example #4
0
 public void EndAttack()
 {
     weapon.EndAttack();
     target = null;
 }
Example #5
0
 private void EndAttack()
 {
     weapon.EndAttack();
 }
 private void EndAttack()
 {
     meleeWeapon.EndAttack();
 }
Example #7
0
 public override void AE_EndAttack()
 {
     trail.EndTrail();
     wand.EndAttack();
 }
Example #8
0
 public override void AE_EndAttack()
 {
     fist.EndAttack();
 }
 public void EndAttack()
 {
     isAttacking = false;
     weapon.EndAttack();
 }