void ShootGunBlast() { mAttackType = attackTypes.forthAttack; readyToAttack = false; //Debug.Log("Shutgun"); StartCoroutine(ShotGunBlast()); }
void BulletRingAttack() { mAttackType = attackTypes.secondAttack; readyToAttack = false; Debug.Log("Ring attack"); StartCoroutine(BulletRingAttackMovement()); }
//Change the currently set attack void changeAttack() { if (Input.GetKeyDown(KeyCode.K)) { switch (currAttack) { case 0: attack = attackTypes.icicle; currAttack = 1; break; case 1: attack = attackTypes.snowGun; currAttack = 2; break; case 2: attack = attackTypes.snowCluster; currAttack = 3; break; case 3: attack = attackTypes.snowBall; currAttack = 0; break; case 4: attack = attackTypes.snowBall; currAttack = 0; break; } } }
void SlamAttack() { mAttackType = attackTypes.thirdAttack; readyToAttack = false; Debug.Log("Starting slam"); StartCoroutine(SlamAttackMovement()); }
private Vector2 shakingCamLoc; //Where the camera should move to // Start is called before the first frame update void Start() { attack = attackTypes.snowBall; //Set first attack currAttack = 0; rb2d = gameObject.GetComponent <Rigidbody2D>(); camTransform = Camera.main.transform; storeBullets = GameObject.Find("_bullets"); }
//bool spawningMinions = false; void SpawnMinions() { mAttackType = attackTypes.thirdAttack; //spawningMinions = true; readyToAttack = false; Debug.Log("Starting spawn"); //attacking = false; attackCD = attackSpeed; StartCoroutine(Spawning()); }
public ironSword() { weaponType w_type = weaponType.shortsword; attackTypes[] a_Type = new attackTypes[] { attackTypes.piercing, attackTypes.slashing }; WeaponName = "Iron Sword"; WeaponDescription = "A simple sword of iron. A basic weapon of footsoldiers, and sellswords."; RangeMin = 1; RangeMax = 1; DamageMin = 6; DamageMax = 10; LevelRequirement = 1; StrengthRequirement = 3; AgilityRequirement = 2; //PassiveAbility; //ActiveAbility; }
IEnumerator CoolDown() { attackSpeed = 2; //reset attack cooldown if (mbossPhase == bossPhases.phase1) { attackSpeed = Random.Range(3, 4); } else { attackSpeed = Random.Range(2, 3); } //Debug.Log("cooling down"); yield return(new WaitForSeconds(attackSpeed)); //spawningMinions = false; //Debug.Log("ready to attack"); attackCD = 0; readyToAttack = true; attacking = false; _currentlyInAttackMovement = false; mAttackType = attackTypes.none; }
//attacks void ThrustHandAttack() { mAttackType = attackTypes.firstAttack; Debug.Log("Starting Thrust"); StartCoroutine(ThrustForward()); }