void DoStun(int dmg, PlayerPunch punch) { state = ChinbaldState.Stunned; Invoke("Recover", 3); motor.DoStun(); DoHurt(dmg, punch); }
void DoPunch() { state = ChinbaldState.Punch; sound.playPunch(); // Assume we missed player missedPlayer = true; motor.DoPunch(); }
void DoHurt(int dmg, PlayerPunch punch) { sound.playHurt(); CamShake.AddTrauma(0.7f); motor.DoHurt(punch); healthpool -= dmg; healthBar.updateHealth(healthpool); if (healthpool <= 0) { GameController.controller.Win(4.0f); sound.playDeath(); state = ChinbaldState.Dead; motor.DoDeath(); player.BossDied(); } }
void DoCower() { sound.playerCower(); state = ChinbaldState.Cower; motor.DoCower(); }
void DoIdle(float idle) { state = ChinbaldState.Idle; motor.DoIdle(idle); }
public override void PlayerDied() { Debug.Log("GAME OVER! PLAYER DIED"); state = ChinbaldState.Victory; }