public void ApplyKnockdown() { if (isKnockedDown) { return; } isKnockedDown = true; StartCoroutine(KnockdownTimer()); animController.SetAnimBool(animController.animData.isKnockedDown, true); animController.PlayAnimationHash(animController.animData.knockDownAnimationClass); limbsController.EnableEntireRagdoll(); hitboxController.DisableHitboxes(); healthController.doorCollider.SetActive(false); healthController.notificationCollider.SetActive(false); if (inventoryController.currentWeaponRuntime != null) { droppedWeapon = inventoryController.currentWeaponRuntime; } inventoryController.DropCurrentInHandWeapon(false); StartCoroutine(DisableAnimatorTimer()); knockDownNotificationCollider.enabled = true; stateController.ChangeState(AIStateType.KNOCKEDDOWN); }
public override void Death(HitboxType hitboxType) { base.Death(hitboxType); playerController.tickPlayer.value = false; animController.PlayAnimationHash(animController.animData.death01AnimationClass); hitboxController.DisableHitboxes(); animController.animHook.enabled = false; inventoryController.DropWeaponToGround(false, inventoryController.currentWeaponItemRuntime); playerController.cameraFocusPoint.SetParent(null); UI_LevelRestartManager.singleton.ActivateRestartMenu(); Rigidbody rigid = GetComponent <Rigidbody>(); rigid.isKinematic = true; Destroy(playerController); }
public override void Death(HitboxType hitboxType) { base.Death(hitboxType); aiController.aiManager.OnDeadAI(aiController); hitboxController.DisableHitboxes(); limbsController.OnLimbHit(hitboxType); animController.PlayAnimationHash(animController.animData.death01AnimationClass); movementController.OnDeath(); animController.animHook.enabled = false; inventoryController.DropCurrentInHandWeapon(false); doorCollider.SetActive(false); notificationCollider.SetActive(false); Destroy(aiController.fieldOfViewController); Destroy(aiController.searchController); Destroy(aiController.notificationHandler); }
public override void StartAbilityUsage() { base.StartAbilityUsage(); if (isPressingMovementKeys.value == false) { return; } isInAction.value = true; GetRollDirection(); GetTargetRollPosition(); GetObstacleRayDirection(); PlayRollAnimation(); hitboxController.DisableHitboxes(); abilityController.StartCoroutine(StartRollTimer()); }