public StopSmoothly ( float fadeTime ) : void | ||
fadeTime | float | |
Résultat | void |
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"); }
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); }