IEnumerator TimeHitboxRoutine() { hitbox.Enable(); yield return(GameManager.instance.TeamWaitForSeconds(character.team, active_hitbox_duration)); hitbox.Disable(); }
IEnumerator DisableAfter(SingleHitAttack attack, float length) { while (length > 0) { yield return(null); length -= GameManager.GetDeltaTime(attack.source?.team); } attack.Disable(); }
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(); }
protected IEnumerator DiveBomb() { is_using_ability = true; attack.Enable(); while (character.is_dashing) { yield return(null); } attack.Disable(); is_using_ability = false; }