public void ChargedMeleeAttack(float chargedPercent) { var package = AttackPackage.CreateNewPackage(); package._faction = Faction.Player; package._attackType = AttackType.ChargedMelee; package._hitPointDamage.Base = _state._hitPointDamage; package._enduranceDamage.Base = _state._enduranceDamage; package._chargedPercent.Base = chargedPercent; OnRaisingAttack?.Invoke(sword, chargedMeleeMove); sword.Activate(package, chargedMeleeMove); _audio.clip = _normalMeleeSFX.PickRandom(); _audio.Play(); }
public void MeleeAttack() { var package = AttackPackage.CreateNewPackage(); package._faction = Faction.Player; package._attackType = AttackType.Melee; package._hitPointDamage.Base = _state._hitPointDamage; package._enduranceDamage.Base = _state._enduranceDamage; OnRaisingAttack?.Invoke(sword, meleeMove); sword.Activate(package, meleeMove); if (_currentAttackEffect) { return; } _currentAttackEffect = Instantiate(_attackEffectPrefab); _currentAttackEffect.transform.SetParent(sword.transform); _currentAttackEffect.transform.localPosition = Vector3.zero; _audio.clip = _normalMeleeSFX.PickRandom(); _audio.Play(); }