Esempio n. 1
0
 public override IEnumerator playAttackAnimation(Skill skill, float attackTime)
 {
     int frame = 0;
     walkingFrame = 0;
     do {
         if (!isStunned()) {
             body.GetComponent<SpriteRenderer>().sprite = spriteAttack[frame];
             if (frame == 6)
                 skill.skillLogic(this, stats);
             frame++;
         }
         yield return new WaitForSeconds(attackTime / spriteAttack.Length);
     } while (frame < spriteAttack.Length);
     isAttacking = false;
 }
Esempio n. 2
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 public override IEnumerator playAttackAnimation(Skill skill, float attackTime)
 {
     walkingFrame = 0;
     bool hasntAttacked = true;
     float endTime = Time.fixedTime + attackTime;
     float remainingTime = endTime - Time.fixedTime;
     while (remainingTime > 0) {
         int currentFrame = (int)(((attackTime - remainingTime) / attackTime) * spriteAttack.Length);
         body.GetComponent<SpriteRenderer>().sprite = spriteAttack[currentFrame];
         if (hasntAttacked && currentFrame > 3) {
             hasntAttacked = false;
             skill.skillLogic(this, stats);
         }
         yield return new WaitForSeconds(0);
         remainingTime = endTime - Time.fixedTime;
     }
     body.GetComponent<SpriteRenderer>().sprite = spriteAttack[0];
     if (hasntAttacked)
         skill.skillLogic(this, stats);
     isAttacking = false;
 }
Esempio n. 3
0
 public override IEnumerator playAttackAnimation(Skill skill, float attackTime)
 {
     float endTime = Time.fixedTime + attackTime;
     float remainingTime = endTime - Time.fixedTime;
     while (remainingTime > 0) {
         int currentFrame = (int)(((attackTime - remainingTime) / attackTime) * spriteAttack.Length);
         body.GetComponent<SpriteRenderer>().sprite = spriteAttack[currentFrame];
         yield return new WaitForSeconds(0);
         remainingTime = endTime - Time.fixedTime;
     }
     skill.skillLogic(this, stats);
 }