Exemple #1
0
 void endTony()
 {
     CooldownQ = false;
     IndQ.StartCooldown(CDQ, this, 1);
     tonyHood.SetActive(false);
     isTony      = false;
     isInvisible = false;
 }
Exemple #2
0
    IEnumerator QWait()
    {
        yield return(new WaitForSeconds(4));

        CooldownQ = false;
        IndQ.StartCooldown(CDQ, this, 1);
        numQ = 0;
        Destroy(vert1);
        Destroy(vert2);
        Destroy(vert3);
    }
Exemple #3
0
    public override void activateQ()
    {
        if (canAttack)
        {
            if (itemsHad[6])
            {
                StartCoroutine(hexagon());
            }
            numQ += 1;
            StartCoroutine(QWait());
            switch (numQ)
            {
            case 1:
                vert1 = GameObject.Instantiate((GameObject)Resources.Load("JackQPoint"));
                vert1.transform.position  = QLoc.transform.position;
                vert1.transform.position -= offsetScope;
                Anim.SetTrigger("Q");
                break;

            case 2:
                vert2 = GameObject.Instantiate((GameObject)Resources.Load("JackQPoint"));
                vert2.transform.position  = QLoc.transform.position;
                vert2.transform.position -= offsetScope;
                Anim.SetTrigger("Q");
                break;

            case 3:
                Anim.SetTrigger("Q2");
                vert3 = GameObject.Instantiate((GameObject)Resources.Load("JackQPoint"));
                vert3.transform.position  = QLoc.transform.position;
                vert3.transform.position -= offsetScope;
                GameObject projectile = Instantiate(triangleShot);
                projectile.transform.position = new Vector3(vert1.transform.position.x, 3f, vert1.transform.position.z);
                projectile.GetComponent <MoveToPoint>().target = vert2.transform;
                projectile.GetComponent <Hurtbox>().damage     = QDamage + (int)(AttackDamage * 0.6);
                GameObject projectile2 = Instantiate(triangleShot);
                projectile2.transform.position = new Vector3(vert1.transform.position.x, 3f, vert1.transform.position.z);
                projectile2.GetComponent <MoveToPoint>().target = vert3.transform;
                projectile2.GetComponent <Hurtbox>().damage     = QDamage + (int)(AttackDamage * 0.6);
                GameObject projectile3 = Instantiate(triangleShot);
                projectile3.transform.position = new Vector3(vert3.transform.position.x, 3f, vert3.transform.position.z);
                projectile3.GetComponent <MoveToPoint>().target = vert2.transform;
                projectile3.GetComponent <Hurtbox>().damage     = QDamage + (int)(AttackDamage * 0.6);
                audManager.audioList[0].Play();
                Invoke("endQ", 1.3f);
                StopAllCoroutines();
                CooldownQ = false;
                IndQ.StartCooldown(CDQ, this, 1);
                numQ = 0;
                // dont need this actually: projectile.transform.rotation = Quaternion.AngleAxis(Vector3.Angle(vert1.transform.position, vert2.transform.position), Vector3.forward);
                break;
            }
        }
    }
Exemple #4
0
 void endStunQ()
 {
     if (QTargetted)
     {
         creepQ.isQdNic = false;
         CooldownQ      = false;
         IndQ.StartCooldown(CDQ, this, 1);
         QTargetted = false;
         Anim.SetBool("hooked", false);
         hook.SetActive(false);
         creepQ.isStunned = false;
         creepQ.canMove   = true;
         QSlamming        = false;
     }
 }
Exemple #5
0
 public override void activateQ()
 {
     if (canAttack)
     {
         CooldownQ = false;
         canMove   = false;
         IndQ.StartCooldown(CDQ, this, 1);
         forceStopMoving();
         PunchLoc    = kb.SpotToHit.transform.position;
         kb.location = PunchLoc;
         graphics.transform.rotation = QIndicator.transform.rotation;
         Anim.SetTrigger("Q");
         Anim.SetBool("isAttacking", true);
         Anim.SetBool("isIdle", false);
         canAttack = false;
     }
 }
Exemple #6
0
 public override void activateQ()
 {
     if (canAttack)
     {
         CooldownQ = false;
         canMove   = false;
         IndQ.StartCooldown(CDQ, this, 1);
         forceStopMoving();
         QPos = QPosition.transform.position;
         graphics.transform.LookAt(QPos);
         Anim.SetTrigger("Q");
         Anim.SetBool("isAttacking", true);
         Anim.SetBool("isIdle", false);
         canAttack = false;
         if (itemsHad[6])
         {
             StartCoroutine(hexagon());
         }
     }
 }
Exemple #7
0
 public override void activateQ()
 {
     CooldownQ = false;
     QBuff     = true;
     IndQ.StartCooldown(CDQ, this, 1);
 }
Exemple #8
0
 public void missedQ()
 {
     CooldownQ = false;
     IndQ.StartCooldown(CDQ, this, 1);
     EndAttack();
 }