public override void startfinisher(FinisherMode f) { //Do stuff here LightSword = true; f.CharAnim.Play("Idle"); print("Commit Runit Finisher"); }
public override void startfinisher(FinisherMode f) { Transform PlayerGround = GetComponent <PlayerMovementController>().GroundChecker; Instantiate(FrostCircle, PlayerGround.position, PlayerGround.rotation); f.CharAnim.Play("Idle"); print("Commit Runit Finisher"); }
public bool startfinisher(FinisherMode fm, List <Direction> input) { bool goodCombo = check(input); if (goodCombo) { startfinisher(fm); } return(goodCombo); }
public override void startfinisher(FinisherMode f) { Vector3 rot = f.EnemyFinisherPlacement.rotation.eulerAngles; rot = new Vector3(rot.x, rot.y + 180, rot.z); GameObject FlameThrower = Instantiate(FlameObject, f.EnemyFinisherPlacement.position, Quaternion.Euler(rot)); FlameThrower.transform.parent = f.EnemyFinisherPlacement; f.CharAnim.Play("Flamethrower"); print("Commit Runit Finisher"); }
public override void startfinisher(FinisherMode f) { if (!isPillar) { GameObject part1 = Instantiate(TopHalf, new Vector3(f.currentTarget.transform.position.x, transform.position.y, f.currentTarget.transform.position.z), f.currentTarget.transform.rotation); GameObject part2 = Instantiate(BottomHalf, new Vector3(f.currentTarget.transform.position.x, transform.position.y - 1f, f.currentTarget.transform.position.z), f.currentTarget.transform.rotation); } shc.AddSword(); GetComponent <PlayerHealthController>().PlayerHealed(20); f.CharAnim.Play("Attack 1"); GetComponent <PlayerSoundController>().PlaySiphonCut(); }
void Start() { fm = GameObject.FindGameObjectWithTag("Player").GetComponent <FinisherMode>(); }
public abstract void startfinisher(FinisherMode f);
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player"); fm = player.GetComponent <FinisherMode>(); animator = GetComponentInChildren <Animator>(); }