public override void Enter() { previousState = owner.PlayerState; owner.PlayerState = PlayerController.CurrentPlayerState.KnockBackState; IsKnockedBacked = false; owner.InputDirection = Vector2.zero; owner.GetComponent <Rigidbody>().velocity = -owner.transform.forward * knockbackMagnitude * ImportManager.Instance.Settings.ShoveForceMultiplier; base.Enter(); Cooldown.Instance.StartNewCooldown(stunDuration, this); }
public override void Enter() { previousState = owner.PlayerState; owner.PlayerState = PlayerController.CurrentPlayerState.KnockBackState; IsKnockedBacked = false; owner.InputDirection = Vector2.zero; owner.GetComponent <Rigidbody>().velocity = -owner.transform.forward * horizontalknockbackMagnitude + Vector3.up * verticalKnockbackMagnitude; base.Enter(); Cooldown.Instance.StartNewCooldown(stunDuration, this); }