public override void Enter() { base.Enter(); _input.JumpPressed += OnJumpPressed; _input.DashPressed += OnDashPressed; _input.AttackPressed += OnAttackPressed; _player.ResetJumps(); _movement.SetGravityScale(0); }
public override void Enter() { Debug.Log("STATE: Wall Attack"); base.Enter(); _weaponSystem.AttackCompleted += OnAttackCompleted; _startPos = _movement.Position; //_movement.HoldPosition(_startPos); _movement.Flip(); _weaponSystem.StandardAttack(_weaponSystem.EquippedWeapon.WallAttack, _weaponSystem.EquippedWeapon.HitSFX, true); _movement.SetVelocityZero(); _movement.SetGravityScale(0); }
public override void Enter() { Debug.Log("STATE: Dash"); base.Enter(); _animator.PlayAnimation(PlayerAnimator.DashingName); _receiveHit.IsImmune = true; _input.AttackPressed += OnAttackPressed; _dashSystem.DashCompleted += OnDashCompleted; DetermineDashDirection(); _dashSystem.UseDash(_data.DashDuration, _data.DashCooldown); _movement.SetVelocityZero(); _movement.SetGravityScale(_data.DashingGravityScale); _sfx.DashReleaseSFX?.PlayOneShot(_player.transform.position); _jumpDust?.Play(); }
public override void Enter() { base.Enter(); Debug.Log("STATE: Air Attack"); _weaponSystem.AttackCompleted += OnAttackCompleted; _weaponSystem.AttackDeactivated += OnAttackDeactivated; _input.JumpPressed += OnJumpPressed; _input.DashPressed += OnDashPressed; _input.AttackPressed += OnAttackPressed; _groundDetector.FoundCollider += OnFoundGround; _weaponSystem.HitOther += OnHitOther; _hitDamageable = false; // start at normal fall speed _movement.SetGravityScale(1); _isInitialAttack = true; Attack(); _isInitialAttack = false; }