public void useSkill(string name, SkillSetting setting, skillFunction interruptCallBack, bool canMove = false, bool enforce = false) { useSkill(name, setting, canMove, enforce); this.interruptCallBack = interruptCallBack; }
/// <summary> /// Add skills. Use useSkill function to release skill /// </summary> /// <param name="name">skill name</param> /// <param name="f">skill IEnumerator function</param> /// <param name="cd"></param> public void addSkill(string name, skillFunction f, float initCD = 0) { skills.Add(name, f); skillCooler.Add(name, initCD); }
public virtual void updateStatus() { movementFreezenTime = Mathf.Max(movementFreezenTime, freezenTime); if (movementFreezenTime > 0) { movementFreezenTime -= Time.deltaTime; } if (freezenTime > 0) { freezenTime -= Time.deltaTime; if (anim) anim.SetBool("hurt", true); } else { if (anim) anim.SetBool("hurt", false); } if (antiStaggerTime > 0) { antiStaggerTime -= Time.deltaTime; } if (actingTime > 0) { actingTime -= Time.deltaTime; } else { currentSkill = null; interruptCallBack = null; } if (anim) anim.SetFloat("moveSpeed", Mathf.Abs(body.velocity.x)); }