예제 #1
0
    private void AnimEvent_Heavy_HitCheck_0Start()
    {
        hitCheck_Start = true;

        // Visual Effect
        CamShake_Logic.ShakeDir(camShakeData_Punch, transform, transform.right);
    }
예제 #2
0
    private void AnimEvent_Basic_HitCheck_0Start()
    {
        hitCheck_Start[0] = true;

        // Effect
        CamShake_Logic.ShakeDir(camShakeData_Attack, transform, Vector2.down);
    }
예제 #3
0
    private void VisualEffect()
    {
        // Muzzle Flash
        muzzleFlashPrefab.Spawn(shootPoint, new Vector2(0, 0), Quaternion.identity);

        // Cam Shake
        CamShake_Logic.ShakeDir(camShakeData_Shoot, transform, Vector2.left);
    }
예제 #4
0
    private void AnimEvent_Basic_HitCheck_1Start()
    {
        hitOverlapData.Clear();
        hitCheck_Start[1] = true;

        // Effect
        CamShake_Logic.ShakeDir(camShakeData_Attack, transform, Vector2.down);
    }
예제 #5
0
    void ICanDetectGround.OnGroundEnter()
    {
        // Timer
        weaponItem.Slam_Dur.SetActive(true);

        // Animation
        data.Animator.Play("Slam");

        // Effect
        CamShake_Logic.ShakeDir(camShakeData_Slam, transform, Vector2.down);
    }
    private void VisualEffect()
    {
        // Muzzle Flash
        muzzleFlashPrefab.Spawn(shootPoint, new Vector2(0, 0), Quaternion.identity);

        // Empty Shell
        emptyShellPrefab.Spawn(emptyShellSpawnPos.position, transform.rotation);

        // Update Ammo Belt Pos
        weaponItem.UpdateAmmoBeltPos();

        // Cam Shake
        CamShake_Logic.ShakeDir(camShakeData_Shoot, transform, Vector2.left);
    }
    public override void OnEnter()
    {
        // Timer
        weaponItem.Heavy_Dur.SetActive(true);

        // Animation
        data.Animator.Play("Heavy_Punch");

        // Effect
        CamShake_Logic.ShakeDir(camShakeData_Punch, transform, transform.right);

        if (GM.Player.Data.groundDetectionData.isGrounded)
        {
            Flip_Logic.FlipXTo(GM.Player.Data.Dir, dustEffect.Spawn(transform.position).transform);
        }

        // Player
        GM.Player.Data.CanDash      = false;
        GM.Player.Data.CanKick      = false;
        GM.Player.Data.CanChangeDir = false;
        PlayerInventoryManager.weaponHotbar.LockSlots(this, true);
    }
 private void VisualEffect()
 {
     // Cam Shake
     CamShake_Logic.ShakeDir(camShakeData_Shoot, transform, Vector2.left);
 }