public IEnumerator SetCharacterMovementImpairingEffect(Character_Physics character, MovementImpairingEffect effect, float length) { character.SetMovementImpairingEffect(effect); yield return(new WaitForSeconds(length)); character.SetMovementImpairingEffect(MovementImpairingEffect.None); }
protected void Awake() { characterPhysics = GetComponent <Character_Physics>(); dash = GetComponent <Dash>(); jump = GetComponent <Jump>(); wallInteraction = GetComponent <Wall_Interaction>(); player = GameObject.FindGameObjectWithTag("Player").transform; }
public IEnumerator KnocbackCharacter(Character_Physics character, Vector3 direction, float knocbackForce, float knocbackLength) { character.AddOutsideForce(direction, knocbackForce); yield return(new WaitForSeconds(knocbackLength)); character.ResetOutsideImpact(); }
private void Awake() { if (wallSpeed == 0f) { wallSpeed = 4f; } characterPhysics = GetComponent <Character_Physics>(); arenaCenter = GameObject.FindGameObjectWithTag("ArenaCenter").transform; }
public override void Cast() { Health targetHealth; Character_Physics target = characterCombat.GetCombatCharacterComponents(abilityDistance, out targetHealth); if (target != null) { StartCoroutine(characterCombat.SetCharacterMovementImpairingEffect(target, MovementImpairingEffect.Immobilization, immobilizeLength)); } }
public override void Cast() { Health targetHealth; Character_Physics target = characterCombat.GetCombatCharacterComponents(abilityDistance, out targetHealth); if (target != null) { StartCoroutine(characterCombat.KnocbackCharacter(target, transform.forward, knocbackForce, 0.3f)); targetHealth.DecreaseHealth(damage.GetAmount()); } }
public override void Cast() { Health targetHealth; Character_Physics target = characterCombat.GetCombatCharacterComponents(abilityDistance, out targetHealth); if (target != null && characterPhysics.currentGravityState == GravityState.Grounded) { StartCoroutine(characterPhysics.PauseGroundCheck()); StartCoroutine(target.PauseGroundCheck()); target.SetMovementImpairingEffect(MovementImpairingEffect.Immobilization); target.currentGravityState = GravityState.InAir; characterPhysics.currentGravityState = GravityState.InAir; characterPhysics.AddForce(Vector3.up, 80f); target.AddOutsideForce(Vector3.up, 80f); targetHealth.DecreaseHealth(damage.GetAmount() * 2f); } }
protected override void Awake() { base.Awake(); characterPhysics = GetComponent <Character_Physics>(); }
private void Awake() { characterPhysics = GameObject.FindGameObjectWithTag("Player").GetComponent <Character_Physics>(); text = GetComponent <Text>(); }
private void Awake() { characterPhysics = GetComponent <Character_Physics>(); }