public void doActionTwo() { if (combatController.isAction) { return; } if (up) { combatController.doGrappleLaunch(); } else { TatsuAction action = actions.special1; if (prevAction == actions.special1 && !combatController.onCooldown) { print("special2"); action = actions.special2; } else if (prevAction == actions.special2 && !combatController.onCooldown && aOne) { action = actions.jab; } prevAction = action; combatController.Action(action); } }
void HandleKnockback(TatsuAction _action, GameObject _parent) { float multiplierIndex = maxHP - hp; float multiplier = _action.ActionTypes._launchMultiplierCurve.Evaluate(multiplierIndex); Vector2 direction = _parent.GetComponent <DemoScene>().faceDirection; Vector2 launchDirection = _action.ActionTypes.launchDirection; launchDirection = new Vector2(launchDirection.x * direction.x, launchDirection.y); GetComponent <Rigidbody2D>().velocity = Vector2.zero; GetComponent <Rigidbody2D>().velocity = launchDirection * knockbackMultiplier; _parent.GetComponent <CharacterController2D>().move(launchDirection); }
public void doActionOne() { if (combatController.isAction) { return; } TatsuAction action = actions.jab; if (prevAction == actions.jab && !combatController.onCooldown) { // print("follow up1"); action = actions.jab2; } else if (prevAction == actions.jab2 && !combatController.onCooldown) { // print("follow up2"); action = actions.jab3; } prevAction = action; combatController.Action(action); }
//Perform the given _action TatsuAction public void Action(TatsuAction _action) { //don't continue if other actions are currently taking place if (isAction || onCooldown) { return; } isAction = true; string myName = _action._name; string myTag = _action._tag; GameObject hitBoxObject = (GameObject)Instantiate(_action.hitbox, transform); Destroy(hitBoxObject, _action.lifeTime); hitBoxObject.name = myTag; hitBoxObject.GetComponent <TatsuHitbox>().setTag(myTag, _action.ActionTypes); previousAction = _action; playerDemo.PlayAnimation(myName); actionCountdown = _action.followUpTimer; onCooldown = true; _cooldown = _action.coolDown; }