Esempio n. 1
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 public override void Execute(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     if (animator.GetFloat("InStateTimer") > 0.5f)
     {
         PC.ColliderEnable((int)PlayerAttackColliders.Attack3);
     }
 }
 public override void Enter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     PC.ChangeLayer2Invincible();
     DirectionFix();
     PC.ColliderEnable((int)PlayerAttackColliders.RollingAttack);
     UpVe = new Vector2(UpVelo.x * playeranimator.Direction, UpVelo.y);
     DoVe = new Vector2(DownVelo.x * playeranimator.Direction, DownVelo.y);
     rb.velocity = UpVe;
     playeranimator.JumpRollinged++;
 }
Esempio n. 3
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 public override void Enter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     PC.ColliderEnable((int)PlayerAttackColliders.DashAttack);
     playeranimator.DashAttacked++;
     direction = playeranimator.Direction;
 }
Esempio n. 4
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 public override void Enter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     PC.ColliderEnable((int)PlayerAttackColliders.AirAttack);
 }
Esempio n. 5
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 public override void Enter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     PC.ColliderEnable((int)PlayerAttackColliders.SquatAttack);
     rbVelo = new Vector2(velo.x * playeranimator.Direction, velo.y);
 }
Esempio n. 6
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 public override void Enter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     PC.ChangeLayer2Invincible();
     PC.ColliderEnable((int)PlayerAttackColliders.RollingAttack);
 }
Esempio n. 7
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 public override void Enter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     PC.ColliderEnable((int)PlayerAttackColliders.JumpAttack);
     playeranimator.JumpAttacked = true;
     PC.ChangeLayer2Squat();
 }