private void toPush() { if (Vector3.Distance(player.transform.position, transform.position) <= distanceToPush) { GettingAttacks.checkGettingAttacks().setProperties(player.transform.position.x < transform.position.x ? true : false, time, speedX, speedY); PlayerStateControl.sharePlayer().setState(PlayerState.LeadingAttack); ControllerLifePlayer.sharedLife().RemoveLifePlayer(damageToPush); } }
public static bool leadAttack(float damagePercent, bool enemySide, float timeForcePush, float speedPush, float speedPushY) { if (PlayerStateControl.sharePlayer().getCurrentState() != PlayerState.Dead) { GettingAttacks.checkGettingAttacks().setProperties(enemySide, timeForcePush, speedPush, speedPushY); // Estado do player sendo atacado PlayerStateControl.sharePlayer().setState(PlayerState.LeadingAttack); // Remove a vida do jogador ControllerLifePlayer.sharedLife().RemoveLifePlayer(damagePercent); // Limpa a lista ControllerHitSequence.checkHitSequence().ClearList(); return(true); } return(false); }
void Start() { this.strikeForce = GetComponent <StrikeForce>(); gettingAttack = GameObject.Find("Jumba").GetComponent <GettingAttacks>(); }