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);
                }
            }
        }
Exemplo n.º 2
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        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
 }