public void Use() { if (canDash && !isPressed && playerMovement.direction != Vector2.zero) { playerMovement.ApplyTempExForce(playerMovement.direction.normalized * speed, duration); controller.AbilityStun(true); canDash = false; playerUI?.AbilityCooldown(timeout, controller.playerNr); } else if (!canDash) { controller.AbilityStun(false); } isPressed = true; }
public void Use() { if (canAttack && !inAction && !pressed) { canAttack = false; inAction = true; controller.AbilityStun(true, true); currentNuke = Instantiate(nukePrefab, transform.position, origin.rotation); currentNuke.layer = nukeLayer; currentNuke.GetComponent <WeaponController_Nuke>().playerNr = playerNr; currentNuke.GetComponent <WeaponController_Nuke>().playerLayer = gameObject.layer; currentNuke.transform.Find("Outline").GetComponent <SpriteRenderer>().color = controller.playerColor; } else if (inAction && currentNuke == null) { inAction = false; controller.AbilityStun(false); playerUI?.AbilityCooldown(timeout, playerNr); } }