Example #1
0
    // Release character to be playable again
    private void ReleaseStun()
    {
        if (currentSubState != SubStates.Stunned && !blockStunned) return;
        if (!isBlocking && comboHits > 1) {
            UFE.FireAlert(UFE.config.selectedLanguage.combo, opInfo);
        }
        currentSubState = SubStates.Resting;
        blockStunned = false;
        stunTime = 0;
        comboHits = 0;
        comboDamage = 0;
        comboHitDamage = 0;
        airJuggleHits = 0;
        CheckBlocking(false);

        standUpOverride = StandUpOptions.None;

        myPhysicsScript.ResetWeight();
        if (!isDead) ToggleHeadLook(true);

        if (myPhysicsScript.IsGrounded()) currentState = PossibleStates.Stand;
        translateInputs(inputController);

        myHitBoxesScript.HideHitBoxes(false);
    }
Example #2
0
    // Imediately cancels any move being executed
    public void KillCurrentMove()
    {
        if (currentMove == null) return;
        currentMove.currentFrame = 0;
        currentMove.currentTick = 0;
        //myMoveSetScript.SetAnimationSpeed(currentMove.name, currentMove.animationSpeed);

        myHitBoxesScript.activeHurtBoxes = null;
        myHitBoxesScript.blockableArea = null;
        myHitBoxesScript.HideHitBoxes(false);
        ignoreCollisionMass = false;
        if (UFE.config.blockOptions.blockType == BlockType.HoldBack ||
            UFE.config.blockOptions.blockType == BlockType.AutoBlock) opControlsScript.CheckBlocking(false);

        if (currentMove.applyRootMotion) {
            character.transform.localPosition = new Vector3(0, 0, 0);

            Vector3 newPosition = character.transform.position;

            if (currentMove.rootMotionNode != BodyPart.none){
                newPosition = myHitBoxesScript.GetPosition(currentMove.rootMotionNode);
            }
            newPosition.z = 0;

            transform.position = newPosition;

            if (currentMove.forceGrounded) myPhysicsScript.ForceGrounded();
        }

        if (currentMove.disableHeadLook) ToggleHeadLook(true);

        if (currentMove.invertRotationLeft && mirror == -1) InvertRotation();
        if (currentMove.forceMirrorLeft && mirror == -1) ForceMirror(false);

        if (currentMove.invertRotationRight && mirror == 1) InvertRotation();
        if (currentMove.forceMirrorRight && mirror == 1) ForceMirror(UFE.config.characterRotationOptions.autoMirror);

        testCharacterRotation(100);

        if (stunTime > 0){
            standUpOverride = currentMove.standUpOptions;
            if (standUpOverride != StandUpOptions.None) currentState = PossibleStates.Down;
        }

        currentMove = null;
        ReleaseCam();
    }