void endTony() { CooldownQ = false; IndQ.StartCooldown(CDQ, this, 1); tonyHood.SetActive(false); isTony = false; isInvisible = false; }
IEnumerator QWait() { yield return(new WaitForSeconds(4)); CooldownQ = false; IndQ.StartCooldown(CDQ, this, 1); numQ = 0; Destroy(vert1); Destroy(vert2); Destroy(vert3); }
public override void activateQ() { if (canAttack) { if (itemsHad[6]) { StartCoroutine(hexagon()); } numQ += 1; StartCoroutine(QWait()); switch (numQ) { case 1: vert1 = GameObject.Instantiate((GameObject)Resources.Load("JackQPoint")); vert1.transform.position = QLoc.transform.position; vert1.transform.position -= offsetScope; Anim.SetTrigger("Q"); break; case 2: vert2 = GameObject.Instantiate((GameObject)Resources.Load("JackQPoint")); vert2.transform.position = QLoc.transform.position; vert2.transform.position -= offsetScope; Anim.SetTrigger("Q"); break; case 3: Anim.SetTrigger("Q2"); vert3 = GameObject.Instantiate((GameObject)Resources.Load("JackQPoint")); vert3.transform.position = QLoc.transform.position; vert3.transform.position -= offsetScope; GameObject projectile = Instantiate(triangleShot); projectile.transform.position = new Vector3(vert1.transform.position.x, 3f, vert1.transform.position.z); projectile.GetComponent <MoveToPoint>().target = vert2.transform; projectile.GetComponent <Hurtbox>().damage = QDamage + (int)(AttackDamage * 0.6); GameObject projectile2 = Instantiate(triangleShot); projectile2.transform.position = new Vector3(vert1.transform.position.x, 3f, vert1.transform.position.z); projectile2.GetComponent <MoveToPoint>().target = vert3.transform; projectile2.GetComponent <Hurtbox>().damage = QDamage + (int)(AttackDamage * 0.6); GameObject projectile3 = Instantiate(triangleShot); projectile3.transform.position = new Vector3(vert3.transform.position.x, 3f, vert3.transform.position.z); projectile3.GetComponent <MoveToPoint>().target = vert2.transform; projectile3.GetComponent <Hurtbox>().damage = QDamage + (int)(AttackDamage * 0.6); audManager.audioList[0].Play(); Invoke("endQ", 1.3f); StopAllCoroutines(); CooldownQ = false; IndQ.StartCooldown(CDQ, this, 1); numQ = 0; // dont need this actually: projectile.transform.rotation = Quaternion.AngleAxis(Vector3.Angle(vert1.transform.position, vert2.transform.position), Vector3.forward); break; } } }
void endStunQ() { if (QTargetted) { creepQ.isQdNic = false; CooldownQ = false; IndQ.StartCooldown(CDQ, this, 1); QTargetted = false; Anim.SetBool("hooked", false); hook.SetActive(false); creepQ.isStunned = false; creepQ.canMove = true; QSlamming = false; } }
public override void activateQ() { if (canAttack) { CooldownQ = false; canMove = false; IndQ.StartCooldown(CDQ, this, 1); forceStopMoving(); PunchLoc = kb.SpotToHit.transform.position; kb.location = PunchLoc; graphics.transform.rotation = QIndicator.transform.rotation; Anim.SetTrigger("Q"); Anim.SetBool("isAttacking", true); Anim.SetBool("isIdle", false); canAttack = false; } }
public override void activateQ() { if (canAttack) { CooldownQ = false; canMove = false; IndQ.StartCooldown(CDQ, this, 1); forceStopMoving(); QPos = QPosition.transform.position; graphics.transform.LookAt(QPos); Anim.SetTrigger("Q"); Anim.SetBool("isAttacking", true); Anim.SetBool("isIdle", false); canAttack = false; if (itemsHad[6]) { StartCoroutine(hexagon()); } } }
public override void activateQ() { CooldownQ = false; QBuff = true; IndQ.StartCooldown(CDQ, this, 1); }
public void missedQ() { CooldownQ = false; IndQ.StartCooldown(CDQ, this, 1); EndAttack(); }