IEnumerator TimeHitboxRoutine()
    {
        hitbox.Enable();
        yield return(GameManager.instance.TeamWaitForSeconds(character.team, active_hitbox_duration));

        hitbox.Disable();
    }
Exemple #2
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    IEnumerator DisableAfter(SingleHitAttack attack, float length)
    {
        while (length > 0)
        {
            yield return(null);

            length -= GameManager.GetDeltaTime(attack.source?.team);
        }
        attack.Disable();
    }
Exemple #3
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    IEnumerator CCFieldRoutine(float delay, float active_hitbox_length)
    {
        is_using_ability = true;
        yield return(GameManager.instance.TeamWaitForSeconds(character.team, delay));

        is_using_ability = false;

        attack.Enable();
        yield return(GameManager.instance.TeamWaitForSeconds(character.team, active_hitbox_length));

        attack.Disable();
    }
Exemple #4
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    protected IEnumerator DiveBomb()
    {
        is_using_ability = true;

        attack.Enable();
        while (character.is_dashing)
        {
            yield return(null);
        }
        attack.Disable();

        is_using_ability = false;
    }