IEnumerator TimeHitboxRoutine() { hitbox.Enable(); yield return(GameManager.instance.TeamWaitForSeconds(character.team, active_hitbox_duration)); hitbox.Disable(); }
IEnumerator CCFieldRoutine(float delay, float active_hitbox_length) { is_using_ability = true; yield return(GameManager.instance.TeamWaitForSeconds(character.team, delay)); is_using_ability = false; attack.Enable(); yield return(GameManager.instance.TeamWaitForSeconds(character.team, active_hitbox_length)); attack.Disable(); }
protected IEnumerator DiveBomb() { is_using_ability = true; attack.Enable(); while (character.is_dashing) { yield return(null); } attack.Disable(); is_using_ability = false; }
void Explode() { SingleHitAttack attack = Instantiate(bomb_attack); attack.SetSource(owner); attack.SetOnHit(on_hit); attack.Enable(); attack.StartCoroutine(DisableAfter(attack, active_hitbox_length)); attack.transform.position = transform.position; Destroy(gameObject); }