public void InterruptBehavior() { if (currentBehavior != null) { AimTime = 0; enemy.CharacterStatController.RemoveStat(currentBehavior.GetWeaponData().BaseStat, StatModifierType.Flat); currentBehavior.InterruptBehavior(); if (OnAttackInterrupted != null) OnAttackInterrupted.Invoke(this, currentBehavior.CanInterruptPlayer()); currentBehavior = null; attackCharged = false; } }
public void ForceBehavior(EnemyBehavior behavior, Character character) { currentPattern[0] = behavior; enemyActionTime = currentPattern[0].StartBehavior(this, character); }