StopSmoothly() public méthode

public StopSmoothly ( float fadeTime ) : void
fadeTime float
Résultat void
Exemple #1
0
    public void endCombo()
    {
        //gameObject.GetComponent<ParticleSystem>().enableEmission = true;
        weaponEffects.StopSmoothly(0.5f);
        //eventHandler.unsubscribe(this);
        isComboable = false;
        if (!isComboing)
        {
            isFinished = true;
            GameManager.playerAnimator.SetBool("doComboAttack", false);
            lastEnded = false;
        }
        else
        {
            isComboing = false;
            GameManager.playerAnimator.SetBool("doComboAttack", true);
            lastEnded = true;
        }

        if (getCorrespondingCollider() != null)
        {
            getCorrespondingCollider().enabled = false;
        }

        //attackCollider.attack = null;

        //print ("combo ended");
    }
Exemple #2
0
 private void disableHitbox()
 {
     weapon.GetComponentInChildren <AttackCollider> ().attack = null;
     weapon.GetComponentInChildren <Collider> ().enabled      = false;
     isFinished = true;
     weaponEffects.StopSmoothly(0.5f);
 }
    private IEnumerator doGuardBreak()
    {
        enemiesHit = new List <GameObject>(0);
        weaponEffects.Activate();
        hasHitEnemy = false;
        GameManager.playerAnimator.SetTrigger("isDoingGuardBreaker");
        //triggerBox.transform.position = GameManager.player.GetComponent<Rigidbody> ().worldCenterOfMass + GameManager.player.transform.forward.normalized * positionInFrontPlayer;
        isFinished = false;
        yield return(new WaitForSeconds(timeToActivate));

        weapon.GetComponentInChildren <AttackCollider> ().attack = gameObject;
        weapon.GetComponentInChildren <Collider> ().enabled      = true;
        yield return(new WaitForSeconds(timeToDeactivate));

        isFinished = true;
        weapon.GetComponentInChildren <AttackCollider> ().attack = null;
        weapon.GetComponentInChildren <Collider> ().enabled      = false;
        weaponEffects.StopSmoothly(0.1f);
    }