public void QuicktimeEventEnd() // called by animation { Sounds_gore.PlaySound(); if (isHit) // you are still good { isHoldingForAttack = false; isHit = false; Player_Controller.PlayAttack(); } else // you are done { StopAllCoroutines(); Game_Controller.LoseScenario(this); } }
public override bool InputUserSlash(Vector2 inputDir) { if (base.InputUserSlash(inputDir)) { deathArrow.GetComponent <SpriteRenderer>().color = Color.green; if (!isFurySlashing) { SetColliderActive(0); } else { Sounds_gore.PlaySound(); furySlashCount++; } return(true); } else { return(false); } }