public virtual void StartAttack(Attack2D newAttack, int newAttackDirection) { currentAttack = newAttack; currentAttackIndex = 0; currentAttackAttributes = newAttack.attackAttributes[0]; attackDirection = newAttackDirection; ImportAttackAttributes(currentAttackAttributes); objectAnimator.SetTrigger("isAttack"); objectAnimator.SetTrigger(newAttack.attackName); isActivelyAttacking = true; isActivelyMoving = true; }
private void StartAttack(Attack2D newAttack, int newAttackDirection) { currentAttack = newAttack; attackDirection = newAttackDirection; ResizeAttackCollider(newAttack.attackColliderAttributes.colliderSize, newAttack.attackColliderAttributes.colliderOffset * attackDirection); attackEndTime = Time.time + newAttack.attackLifetime; if (newAttack.attackCooldown > 0) { attackCooldownTime = Time.time + newAttack.attackCooldown; isWaitingOnAttackCooldown = true; } isActivelyAttacking = true; }