private void OnSuccesAttack(Attack_Result result, Damagetype dmg_type, EntityBase ent) // recibe el resultado del ataque y suma uno al contador. Si llega al ncesario, activa el skill { if (isActive) { return; } if (result == Attack_Result.sucessful) { cantDeGolpesExitosos++; } if (cantDeGolpesExitosos == hitsToActivate) { cantDeGolpesExitosos = 0; isActive = true; //_characterAttack.currentWeapon.ModifyAttackrange(CalculateRangeAttackModifier(percentRangeModifier)); _characterAttack.currentWeapon.BeginOverrideRange(NO_OVERRIDE_VALUE, RangeMultiplier); _characterAttack.currentWeapon.BeginOverrideAngle(NO_OVERRIDE_VALUE, AngleMultiplier); aura.position = charHead.transform.position + Vector3.up * .25f; aura.gameObject.SetActive(true); charHead.GetCharacterAttack().OnAttack += SetGhostSword; } }
void CALLBACK_DealDamage(Attack_Result attack_result, Damagetype damage_type, EntityBase entityToDamage) { callback_ReceiveEntity(); FirstAttackReady(false);//esto tambien es de obligacion... tampoco debería estar aca if (entityToDamage.GetComponent <DestructibleBase>()) { BreakObject.Invoke(); return; } switch (attack_result) { case Attack_Result.sucessful: if (damage_type == Damagetype.heavy) { DealSuccesfullHeavy(); } else { DealSuccesfullNormal(); } break; case Attack_Result.blocked: break; case Attack_Result.parried: break; case Attack_Result.reflexed: break; case Attack_Result.inmune: break; case Attack_Result.death: if (damage_type == Damagetype.heavy) { KillSuccesfullHeavy(); } else { KillSuccesfullNormal(); } break; } }
public void HeadAttack(EntityBase e) { Attack_Result takeDmg = e.TakeDamage(normalDamage, transform.position, Damagetype.parriable); if (takeDmg == Attack_Result.parried) { sm.SendInput(JabaliInputs.PARRIED); //Tira evento si es parrieado. Seguro haya que cambiarlo if (OnParried != null) { OnParried(); } } }
public void AttackEntity(EntityBase e) { Attack_Result takeDmg = e.TakeDamage(damage, transform.position, Damagetype.parriable); if (takeDmg == Attack_Result.parried) { combatComponent.Stop(); sm.SendInput(DummyEnemyInputs.PARRIED); //Tira evento si es parrieado. Seguro haya que cambiarlo if (OnParried != null) { OnParried(); } } }
void PushRelease(EntityBase e) { Attack_Result takeDmg = e.TakeDamage(normalDamage, transform.position, Damagetype.inparry); }