コード例 #1
0
 // When you want to stop the current attack.
 public void StopAttack(bool isPlayerReadyToAttack)
 {
     if (curWeaponMotion)
     {
         curWeaponMotion.StopMotions();
     }
     foreach (Character_AttackFX curAtkFX in atkFXsInUse)
     {
         if (curAtkFX.involuntaryCancel)
         {
             curAtkFX.StopAllCoroutines();
             curAtkFX.spriteR.sprite = null;
             curAtkFX.col.enabled    = false;
             curAtkFX.gameObject.SetActive(false);
             curAtkFX.stopOnStun = false;
             curAtkFX.inUse      = false;
         }
     }
     if (atkPlyrMove.charAtkMotionOn)
     {
         atkPlyrMove.StopPlayerMotion();
     }
     ReadyToAttack(isPlayerReadyToAttack);
     //atkVisual.StopAllCoroutines();
 }
コード例 #2
0
 public void SpecialAttackButtonReleased(bool releasedByPlayer)
 {
     specAtkButtonDown = false;
     // Can the player use their movement skill?
     if (inWindup)
     {
         //CANCELATTACK;
         weaponMotion.StopMotions();
         windupFX[0].StopAllCoroutines();
         windupFX[0].spriteR.sprite = null;
         windupFX[0].col.enabled    = false;
         windupFX[0].gameObject.SetActive(false);
         windupFX[0].stopOnStun = false;
         windupFX[0].inUse      = false;
         holdFX[0].inUse        = false;
         foreach (Character_AttackFX charAtkFX in releaseFX)
         {
             charAtkFX.inUse = false;
         }
         charAtk.atkPlyrMove.StopPlayerMotion();
         charAtk.ReadyToAttack(true);
         StopCoroutine(specialAtkCoroutine);
         specialAtkCoroutine = null;
         inWindup            = false;
         charAtk.equippedWeapons.canSwapWeapon = true;
     }
     if (inHold)
     {
         if (releasedByPlayer)
         {
             holdFX[0].exitAttackAnimationFX      = true;
             charAtk.atkPlyrMove.exitPlayerMotion = true;
         }
         else
         {
             //CANCELATTACK;
         }
     }
 }