public override void attackUpdate() { if (rechargeTimer <= 0.0f && currentState != AttackStates.ATTACKING) { character.canBeAttacked = false; character.faceTarget(); currentState = AttackStates.ATTACKING; currentDropStage = RAINDROP_STAGE.UP; if (character.currentTarget.currentTarget == character) { (character.currentTarget as Hero).SetTargetToAttack(null); Game.game.showEnemyTarget(null); } } }
public override void onEndAttack(tk2dAnimatedSprite sprite, int clipId) { switch (currentDropStage) { case RAINDROP_STAGE.UP: { character.getShadowBlobSprite().renderer.enabled = false; currentDropStage = RAINDROP_STAGE.DOWN; StartCoroutine(dropDemonicBalls()); } break; case RAINDROP_STAGE.DOWN: { character.getShadowBlobSprite().renderer.enabled = true; currentDropStage = RAINDROP_STAGE.NONE; base.onEndAttack(); } break; } }