public override void AE_EndAttack() { if (trail) { trail.EndTrail(); } weapon.EndAttack(); }
// This is called by an animation event when when attack animations are finishing. public void MeleeAttackEnd() { if (meleeWeapon != null) { meleeWeapon.EndAttack(); } m_InAttack = false; }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // //} //OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { Weapon weapon = playerAttack.ActiveWeapon; if (weapon.GetType() == typeof(MeleeWeapon)) { MeleeWeapon melee = weapon as MeleeWeapon; melee.EndAttack(lastCombo); } }
public void EndAttack() { weapon.EndAttack(); target = null; }
private void EndAttack() { weapon.EndAttack(); }
private void EndAttack() { meleeWeapon.EndAttack(); }
public override void AE_EndAttack() { trail.EndTrail(); wand.EndAttack(); }
public override void AE_EndAttack() { fist.EndAttack(); }
public void EndAttack() { isAttacking = false; weapon.EndAttack(); }