// Get amount of freezing time depending on the strenght of the move public float GetFreezingTime(HitStrengh hitStrengh) { if (hitStrengh == HitStrengh.Weak) { return(UFE.config.hitOptions.weakHit.freezingTime); } else if (hitStrengh == HitStrengh.Medium) { return(UFE.config.hitOptions.mediumHit.freezingTime); } else if (hitStrengh == HitStrengh.Heavy) { return(UFE.config.hitOptions.heavyHit.freezingTime); } else if (hitStrengh == HitStrengh.Crumple) { return(UFE.config.hitOptions.crumpleHit.freezingTime); } return(0); }
// Get amount of freezing time depending on the Strengtht of the move public float GetHitAnimationSpeed(HitStrengh hitStrength) { if (hitStrength == HitStrengh.Weak){ return UFE.config.hitOptions.weakHit.animationSpeed; } else if (hitStrength == HitStrengh.Medium){ return UFE.config.hitOptions.mediumHit.animationSpeed; }else if (hitStrength == HitStrengh.Heavy){ return UFE.config.hitOptions.heavyHit.animationSpeed; }else if (hitStrength == HitStrengh.Crumple){ return UFE.config.hitOptions.crumpleHit.animationSpeed; } return 0; }
// Get amount of freezing time depending on the Strengtht of the move public float GetHitFreezingTime(HitStrengh hitStrength) { if (hitStrength == HitStrengh.Weak){ return UFE.config.hitOptions.weakHit.freezingTime; } else if (hitStrength == HitStrengh.Medium){ return UFE.config.hitOptions.mediumHit.freezingTime; }else if (hitStrength == HitStrengh.Heavy){ return UFE.config.hitOptions.heavyHit.freezingTime; }else if (hitStrength == HitStrengh.Crumple){ return UFE.config.hitOptions.crumpleHit.freezingTime; } return 0; }