private void OnCharacterHitSpineEdge(CharacterHitSpineEdge C) { if (C.Character == gameObject) { status = MainCharacterStatus.KnockBack; player.SetVibration(0, KnockBackVibration, KnockBackVibrationTime); } }
private void OnHitSpineEdge(CharacterHitSpineEdge C) { if (C.Character == gameObject) { speed.x = GetComponent <KnockBack>().KnockBackSpeed.x *C.Spine.GetComponent <KnockBackSpine>().KnockBackDirection.x; speed.y = GetComponent <KnockBack>().KnockBackSpeed.y *C.Spine.GetComponent <KnockBackSpine>().KnockBackDirection.y; } }
private void OnHitSpineEdge(CharacterHitSpineEdge C) { if (C.Character == gameObject) { TimeCount = 0; KnockBackDirection = C.Spine.GetComponent <KnockBackSpine>().KnockBackDirection; FreeHeight = C.Spine.GetComponent <KnockBackSpine>().FreeHeightOffset + transform.position.y; } }
private void OnHitSpineEdge(CharacterHitSpineEdge C) { if (C.Character == gameObject) { ChargingTimeCount = 0; ClearAimLine(); Destroy(Connected_Arrow); } }