public IEnumerator Fire(MovementController ctr, UtilityAction act) { act.isStoppable = false; BossController btr = ctr as BossController; BossHandController hand = btr.SelectOneHand(); hand.anim.SetBool("Aim", true); Coroutine co = StartCoroutine(this.HandFire(btr, hand)); if (Random.Range(0, 100) < this.boss.doubleAttackProbability) { BossHandController hand2 = btr.SelectOtherHand(hand); hand2.anim.SetBool("Aim", true); yield return(btr.Aim(hand2)); yield return(btr.Fire(hand2)); yield return(btr.Reset(hand2)); } yield return(co); act.isRunning = false; }
private IEnumerator HandPunch(BossController btr, BossHandController hand) { yield return(btr.Aim(hand)); yield return(btr.Punch(hand)); yield return(btr.Reset(hand)); }