public IEnumerator FreezePlayers(Collider2D _collider) { PhysicsController _otherPhys = _collider.gameObject.GetComponent <PhysicsController>(); SpellCharges _otherCharge = _collider.gameObject.GetComponent <SpellCharges>(); Animator _otherAnimator = _collider.gameObject.GetComponent <Animator>(); _otherPhys.PausePhysics(true); _otherCharge.SetFreezeTimer(true); _otherAnimator.speed = 0.0f; SFXManager.PlayOneShot(m_reference.GetComponent <AudioSource>(), SFXManager.GetHitEffect()); yield return(new WaitForSeconds(0.2f)); _collider.gameObject.GetComponent <PlayerFSM>().SetCurrentState(PlayerFSM.States.HIT, true); _otherPhys.ClearValues(); _otherPhys.PausePhysics(false); _otherCharge.SetFreezeTimer(false); _otherAnimator.speed = 1.0f; ApplyForce(_collider); DestroyObject(); }
public void StartDash(Vector2 _direction) { m_direction = _direction; GetDiamondGateDirection(ref m_direction, ref m_orientSelf); if (m_direction.y <= 0) { if (m_dashComplete) { m_movementController.m_capAcceleration = false; m_forceCompletion = false; m_dashComplete = false; m_dashTimer = dashDuration; m_physicsController.ClearValues(); } } }
public override void BeforeAttack() { //throw new System.NotImplementedException(); m_physicsController.ClearValues(); }