//defend stance effect. Should only be called using this.stance_delegate protected override int defend() { GameObject station = Resources.Load <GameObject>("health_station"); Instantiate(station, transform.position, Quaternion.identity); animcomp.animAbil("heal"); return(max_cooldown_defend); }
protected override int attack() { GameObject cone_collider = Resources.Load <GameObject>("sabotage_cone_attack"); Instantiate(cone_collider, transform.position, transform.rotation); animcomp.animAbil("sabo"); weakSoundSource.Play(); return(max_cooldown_attack); }
//attack stance effect. Should only be called using this.stance_delegate protected override int attack() { GameObject mine1 = Resources.Load <GameObject>("flame"); mine1.GetComponent <Weapon_Firemine> ().target = Weapon_Firemine.Following.Companion; Instantiate(mine1, new Vector3(0, 1, 1), this.transform.rotation); animcomp.animAbil("flame"); flameSoundSource.Play(); return(max_cooldown_attack); }