private IEnumerator Attacking() { float atAttack = -coolTime; while (true) { yield return(new WaitForEndOfFrame()); if (Time.time < atAttack + coolTime) { continue; } Character target = GetSkillTarget(); if (target == null) { continue; } animator.Attack(); if (targettingSkill) { skill.Active(target, OnAttack, OnKill); } else { skill.Active(enemyTags, OnAttack, OnKill); } atAttack = Time.time; } }
IEnumerator DoDamage(CharacterStats stats, float delay) { characterAnimator.Attack(); yield return(new WaitForSeconds(delay)); OnAttack = false; // nik pdt anim characterAnimator.StopAttacking(); }
void AttackPrey() { if (Time.time - attackTimeStamp >= attackInterval) { characterAnimator.Attack(); attackTimeStamp = Time.time; //attack } }
/// <summary> /// A swing and a... miss. /// </summary> public bool Attack() { if (!characterAnimator.Attack()) { return(false); } // TODO: Create temporary attack blacklist to avoid double hit return(true); }
void GetAttackInput() { if (Input.GetButtonDown("Attack" + playerNr.ToString())) { if (gameObject.name == "Frodo") { staminaScript.LoseStamina(AttackCost); } characterAnimator.Attack(); } }
/// <summary> /// Makes the character attack. /// </summary> public void Attack() { if (!canAttack) { return; } animator.Attack(); canAttack = false; Chrono.Instance.After(0.5f, () => { canAttack = true; }); }
private void Update() { if (Input.GetKeyDown(KeyCode.F)) { CanvasSettings.ToggleInventoryMenu(ConnectedCharacters.MyPlayer, "INVENTORY"); } if (Input.GetKeyDown(KeyCode.Escape)) { CanvasSettings.TogglePauseMenu(); } if (Input.GetButtonDown("Fire1") && !_characterAnimator.Attacking) { NetworkSend.Reliable("ATK|"); _characterAnimator.Attack(); } if (!_characterAnimator.Attacking) { CanHit = true; } }
public override void Attack(RpcArgs args) { characterAnimator.Attack(); }