public override void Execute(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (animator.GetFloat("InStateTimer") > 0.5f) { PC.ColliderEnable((int)PlayerAttackColliders.Attack3); } }
public override void Enter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { PC.ChangeLayer2Invincible(); DirectionFix(); PC.ColliderEnable((int)PlayerAttackColliders.RollingAttack); UpVe = new Vector2(UpVelo.x * playeranimator.Direction, UpVelo.y); DoVe = new Vector2(DownVelo.x * playeranimator.Direction, DownVelo.y); rb.velocity = UpVe; playeranimator.JumpRollinged++; }
public override void Enter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { PC.ColliderEnable((int)PlayerAttackColliders.DashAttack); playeranimator.DashAttacked++; direction = playeranimator.Direction; }
public override void Enter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { PC.ColliderEnable((int)PlayerAttackColliders.AirAttack); }
public override void Enter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { PC.ColliderEnable((int)PlayerAttackColliders.SquatAttack); rbVelo = new Vector2(velo.x * playeranimator.Direction, velo.y); }
public override void Enter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { PC.ChangeLayer2Invincible(); PC.ColliderEnable((int)PlayerAttackColliders.RollingAttack); }
public override void Enter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { PC.ColliderEnable((int)PlayerAttackColliders.JumpAttack); playeranimator.JumpAttacked = true; PC.ChangeLayer2Squat(); }