public void Konckback_Remove() { curKnockback = null; curKnockbackMode = KnockbackMode.Weak; ResetGravityOnKnockback = false; KnockbackDir = Vector2.zero; KnockbackCurve = null; PlayerActionEventManager.Trigger(PlayerActions.KnockbackEnd); }
public void Konckback_Add(PlayerStatus_Knockback status, KnockbackMode mode, bool resetGravity, Vector2 knockbackDir, AnimationCurve speedCurve) { if (curKnockbackMode == KnockbackMode.Unstoppable || curKnockbackMode > mode) { return; } RemoveEffect(curKnockback); curKnockback = status; curKnockbackMode = mode; ResetGravityOnKnockback = resetGravity; KnockbackDir = knockbackDir; KnockbackCurve = speedCurve; PlayerActionEventManager.Trigger(PlayerActions.Knockbacked); }
protected override void Awake() { base.Awake(); if (statusEffects != null) { RemoveAllEffect(); } statusEffects = new Dictionary <StatusID, List <PlayerStatusEffect> >(); AbsorbDamage = new BoolCount(); IgnoreDamage = new BoolCount(); slowList = new List <PlayerStatus_Slow>(); curKnockback = null; curKnockbackMode = KnockbackMode.Weak; IsStunned = new BoolCount(); }