Esempio n. 1
0
    void OnParrySuccess(BaseEventParameters baseParams)
    {
        IncreaseSuperGauge(m_Config.m_SuperGaugeParrySuccessBonus);
        m_ParryState = EParryState.Counter;
        m_HasTouched = true; // Set it to true in order to allow unblock attack and cancelling this one by another one if needed (parry success is considered as a regular attack hit)
        if (PlayerGuardCrushTriggerAttackLogic.GetTriggerPointStatus(GetPlayerIndex()) == PlayerGuardCrushTriggerAttackLogic.ETriggerPointStatus.Inactive)
        {
            PlayerGuardCrushTriggerAttackLogic.SetTriggerPointStatus(m_InfoComponent, PlayerGuardCrushTriggerAttackLogic.ETriggerPointStatus.Active); // Successfully parrying a hit activate the trigger
        }

        m_Animator.Play(K_PARRY_COUNTER_ANIM, 0, 0);

        ChronicleManager.AddChronicle(m_Owner, EChronicleCategory.Attack, "ParrySuccess: Freeze time");
        m_TimeScaleManager.FreezeTime(m_Animator);
    }
Esempio n. 2
0
    private void Start()
    {
        PlayerGuardCrushTriggerAttackLogic.OnTriggerPointStatusChanged[(int)m_Target] += OnTriggerPointStatusChanged;

        PlayerGuardCrushTriggerAttackLogic.ETriggerPointStatus triggerPointStatusAtStart = PlayerGuardCrushTriggerAttackLogic.GetTriggerPointStatus((int)m_Target);
        OnTriggerPointStatusChanged(triggerPointStatusAtStart);
    }