private Vector2 fireballsAndTrail(Vector2 change) { if (redwing_hooks.blackmothSymbolsExist) { // Why does this work but not just checking it directly? if (redwing_hooks.blackmothGrubberCheck()) { return(change); } } HeroActions direction = GameManager.instance.inputHandler.inputActions; if (direction.up.IsPressed && !direction.down.IsPressed && change.y > 0.00001f) { if (flamePower > 1.0f && canFireballs) { flamePower -= 1.0f; StartCoroutine(noMoreFireballs()); redwingSpawner.addFireballs(); } } // ReSharper disable once InvertIf This looks really dumb if (canFireTrail) { currentTrailSprite = redwing_flame_gen.rng.Next(0, redwing_hooks.fireTrailTextures.Length); StartCoroutine(noMoreTrails()); } return(change); }
private void spawnFireballs() { redwingSpawner.addFireballs(); fbTime = fbCooldown; }