public void Update() { _TimeInHitLag -= Time.deltaTime; if (_TimeInHitLag <= 0) { _Player.SwitchState(_PreviousState); } }
public void OnCollisionEnter(Collision2D collision) { if (collision.gameObject.CompareTag("Wall")) { _Player._Audio.Play(); _Player._WallBounce = true; _Player.SwitchState(new HitStun(_Player, _Player._State, 0.4f, 0.4f)); } }
public void Reset1() { if (_Player1Points == _Rounds) { _Player1.enabled = false; _Player2.enabled = false; _WinScreen.gameObject.SetActive(true); _WinScreen.text = "WASD GH wins Press Start"; } else { _Player1Input.enabled = true; _Player2Input.enabled = true; _Player1.SwitchState(new Idle(_Player1)); _Player2.SwitchState(new Idle(_Player2)); _Player1.transform.position = _Player1._StartPosition; _Player2.transform.position = _Player2._StartPosition; } }
public void Update() { _TimeInHitLag -= Time.deltaTime; _Intensity -= Time.deltaTime; _Player.transform.position = _Preposition + (Random.insideUnitCircle * _Intensity); if (_TimeInHitLag <= 0) { _Player.SwitchState(_PreviousState); } }
public void Update() { if (_Player._Inputs._RightButtonUp) { _Player.SwitchState(new Idle(_Player)); } if (_Player._Inputs._LeftButtonDown) { _Player.SwitchState(new FWalk(_Player)); } if (_Player._Inputs._AttackButtonDown) { _Player.SwitchState(new Sweep(_Player)); } if (_Player._Inputs._TauntButtonDown) { _Player.SwitchState(new Taunt(_Player)); } }