public override void PlayerPunched(int dmg, PlayerPunch punch) { if (state == ChinbaldState.Peeking) { audioSource.clip = punchSound; audioSource.Play(0); DoStun(dmg, punch); player.BossHurt(); CrowdController.AddHype(0.3f); } if (state == ChinbaldState.Cower) { DoCowerBlock(); } if (state == ChinbaldState.Stunned) { audioSource.clip = punchSound; audioSource.Play(0); DoHurt(dmg, punch); CrowdController.AddHype(0.3f); player.BossHurt(); } }
public override void PlayerPunched(int damage, PlayerPunch punch) { if (state == BlackbeardState.Idle) { motor.DoGuard(); } if (state == BlackbeardState.Stunned && canGetHurt) { healthPool -= damage; healthBar.updateHealth(healthPool); CamShake.AddTrauma(0.7f); if (healthPool <= 0) { DoDie(); } else { DoHurt(punch); } player.BossHurt(); } if (state == BlackbeardState.Cannon && cannonballBackfire) { DoStun(); DoCannonReturn(); } }
public override void PlayerPunched(int dmg, PlayerPunch punch) { //TODO: Create a specific timing window during the roar to hurt him. if (state == YetiState.Roar && canHurt) { healthPool -= dmg; healthBar.updateHealth(healthPool); CamShake.AddTrauma(0.7f); if (healthPool <= 0) { DoDie(); } else { //DoHurt (punch); } player.BossHurt(); } }