IEnumerator TimeHitboxRoutine()
    {
        hitbox.Enable();
        yield return(GameManager.instance.TeamWaitForSeconds(character.team, active_hitbox_duration));

        hitbox.Disable();
    }
Esempio n. 2
0
    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();
    }
Esempio n. 3
0
    protected IEnumerator DiveBomb()
    {
        is_using_ability = true;

        attack.Enable();
        while (character.is_dashing)
        {
            yield return(null);
        }
        attack.Disable();

        is_using_ability = false;
    }
Esempio n. 4
0
    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);
    }