private void Awake() { _rb = GetComponent <Rigidbody>(); _mainCameraTransform = Camera.main.transform; _movementLock.AddLock(); }
private void Awake() { _impMana = GetComponent <ImpMana>(); // One lock for Leader mechanic _abilitiesLock.AddLock(); // One lock because we need to wait for LT press _abilitiesLock.AddLock(); }
private void Awake() { _particlesLock.AddLock(); _particleSystems = GetComponentsInChildren <ParticleSystem>(); _audioSource = GetComponent <AudioSource>(); }
public void StartTactic(Tactic newTactic) { if (!newTactic.GetData().ImmuneToKnockback) { return; } _knockbackLock.AddLock(); }
public void Block() { StopDash(); _dashLock.AddLock(); }
private void OnLTButtonDown() => _orderAssignLock.AddLock();
public void Block() => _callToArmsLock.AddLock();
public void Block() => _hitboxLock.AddLock();
private void Awake() { _inputLock.AddLock(); }