//common private IEnumerator AttackSequence() { Vector2 lookDir = (CameraReference.Instance.camera.ScreenToWorldPoint(Input.mousePosition) - Player.Instance.gameObject.transform.position).normalized; Animator anim = Player.Instance.GetComponent <Animator>(); anim.SetTrigger("Attack"); if (comboReset.IsReady) { anim.SetInteger("Combo", 0); } else if (anim.GetInteger("Combo") == 0) { anim.SetInteger("Combo", 1); } else { anim.SetInteger("Combo", 0); } comboReset.Use(1f); anim.SetFloat("xInput", lookDir.x); anim.SetFloat("yInput", lookDir.y); Path lungePath = LinePath(lungeConverter, lookDir); Player.Instance.playerMove.SetPath(Boomerang.Mult(Player.Instance.playerMove.defaultSpeed, lungePath), .25f); yield return(new WaitForSeconds(.1f)); HitScan(); yield return(new WaitForSeconds(.1f)); HitScan(); }
void Update() { //pause guard if (PauseController.Paused) { return; } xAxis = Input.GetAxis("Horizontal"); yAxis = Input.GetAxis("Vertical"); dodge = Input.GetButtonDown("Jump"); //Check Raw inputs, keyboard only xAxisRaw = Input.GetAxisRaw("Horizontal"); yAxisRaw = Input.GetAxisRaw("Vertical"); if (dodge && jumpCooldown.IsReady) { //Store last control input for anim facing dir if (xAxisRaw != 0 || yAxisRaw != 0) { anim.SetFloat("xInput", xAxisRaw); anim.SetFloat("yInput", yAxisRaw); facingDir.Set(xAxisRaw, yAxisRaw); } SetPath(Boomerang.Mult(defaultSpeed * diveCoef, RollPath(facingDir.normalized)), diveDur); player.damageInvuln.Use(); jumpCooldown.Use(); //Anim parameter updates anim.SetTrigger("Dodge"); } //Set looking vals Vector2 lookDir = (CameraReference.Instance.camera.ScreenToWorldPoint(Input.mousePosition) - Player.Instance.gameObject.transform.position).normalized; anim.SetFloat("aimX", lookDir.x); anim.SetFloat("aimY", lookDir.y); }