Example #1
0
    IEnumerator Attack()
    {
        PlayerAnimationController.SetBool("IsAttacking", true);
        isAttacking          = true;
        swordColider.enabled = true;
        CancelInvoke("ResetHitCombo");

        switch (hitCombo)
        {
        case 0:
        default:
            PlayerAnimationController.PlayAnimation("Attack_1");
            GameObject particles = Instantiate(meleeAttackParticles, particleOrigin.transform);
            yield return(new WaitForSeconds(PlayerAnimationController.AnimationClips["Attack_1"].length * 0.5f / PlayerAnimationController.GetFloat("AttackSpeed")));

            swordColider.enabled = false;
            yield return(new WaitForSeconds(PlayerAnimationController.AnimationClips["Attack_1"].length * 0.5f / PlayerAnimationController.GetFloat("AttackSpeed")));

            Destroy(particles);
            break;

        case 1:
            PlayerAnimationController.PlayAnimation("Attack_2");
            particles = Instantiate(meleeAttackParticles, particleOrigin.transform);
            yield return(new WaitForSeconds(PlayerAnimationController.AnimationClips["Attack_2"].length * 0.5f / PlayerAnimationController.GetFloat("AttackSpeed")));

            swordColider.enabled = false;
            yield return(new WaitForSeconds(PlayerAnimationController.AnimationClips["Attack_2"].length * 0.5f / PlayerAnimationController.GetFloat("AttackSpeed")));

            Destroy(particles);
            break;

        case 2:
            PlayerAnimationController.PlayAnimation("Attack_3");
            particles = Instantiate(meleeAttackParticles, particleOrigin.transform);
            yield return(new WaitForSeconds(PlayerAnimationController.AnimationClips["Attack_3"].length * 0.5f / PlayerAnimationController.GetFloat("AttackSpeed")));

            swordColider.enabled = false;
            yield return(new WaitForSeconds(PlayerAnimationController.AnimationClips["Attack_3"].length * 0.5f / PlayerAnimationController.GetFloat("AttackSpeed")));

            Destroy(particles);
            break;
        }

        PlayerAnimationController.SetBool("IsAttacking", false);
        isAttacking = false;
        hitCombo    = (hitCombo + 1) % 3;
        if (hitCombo != 0)
        {
            Invoke("ResetHitCombo", hitComboResetDelay);
        }
    }
Example #2
0
    IEnumerator Shoot()
    {
        CancelInvoke("ResetHitCombo");
        isAttacking = true;
        PlayerAnimationController.SetBool("IsAttacking", true);

        weapon.sharedMesh = null;
        PlayerAnimationController.PlayAnimation("Shoot");

        yield return(new WaitForSeconds(PlayerAnimationController.AnimationClips["Shoot"].length * 0.6f / PlayerAnimationController.GetFloat("ShootSpeed")));

        Projectile projectile = Instantiate(projectilePrefab, projectileOrigin.position, Quaternion.identity);

        projectile.gameObject.SetActive(true);

        yield return(new WaitForSeconds(PlayerAnimationController.AnimationClips["Shoot"].length * 0.4f / PlayerAnimationController.GetFloat("ShootSpeed")));

        weapon.sharedMesh = defaultMesh;

        hitCombo = (hitCombo + 1) % 3;
        if (hitCombo != 0)
        {
            Invoke("ResetHitCombo", hitComboResetDelay);
        }

        PlayerAnimationController.SetBool("IsAttacking", false);

        yield return(new WaitForSeconds(ProjectileCooldown));

        isAttacking = false;
    }