public void HandleRollingAndSprinting(float delta) { if (animatorHandler.anim.GetBool("isInteracting")) { return; } if (inputHandler.rollflag) { //si la variable en la clase inputHandler es true moveDirection = cameraObject.forward * inputHandler.vertical; moveDirection += cameraObject.right * inputHandler.horizontal; if (inputHandler.moveAmount > 0) { //si el personahe se mueve animatorHandler.PlayTargetAnimation("Rolling", true); moveDirection.y = 0; Quaternion rollRotation = Quaternion.LookRotation(moveDirection); myTransform.rotation = rollRotation; } else //sino { animatorHandler.PlayTargetAnimation("Backstep", true); } } }
public void TakeDamage(int damage) //funcion que te reduce la vida respecto al danyo que recibes { currentHealth = currentHealth - damage; // vida actual - el daño que te hacen healthBar.SetCurrentHealth(currentHealth); // actualizar la salud animatorHandler.PlayTargetAnimation("Damage_01", true); //activar animacion de danyo if (currentHealth <= 0) { currentHealth = 0; animatorHandler.PlayTargetAnimation("Dead_01", true); } }
public void HandleLightAttack(WeaponItem weapon) //ataque ligero { animatorHandler.PlayTargetAnimation(weapon.OH_Light_Attack_1, true); //hacer animacion }