private IEnumerator CHeal()
        {
            LookAtPlayer.StartLooking(Player.transform, FollowType.Lerp, 3f);
            _healFX.StartHeal(AttachedEntity, PrematureKill);
            yield return(new WaitForSeconds(Random.Range(4.0f, 8.0f)));

            _healFX.EndHeal();
            Complete();
            enabled = false;
        }
Пример #2
0
        private IEnumerator CWhirlind()
        {
            Follow.StartFollowing(Player.transform, FollowType.Lerp, AttachedEntity.CurrentRoom.RoomGrid, 1.3f);
            LookAtPlayer.StartLooking(Player.transform, FollowType.Lerp, 3f);
            _whirlwindFX.StartSpin();
            yield return(new WaitForSeconds(Random.Range(4.0f, 8.0f)));

            _whirlwindFX.EndSpin();
            Follow.StopFollowing();
            yield return(_delayAfterSpin);

            Complete();
        }
Пример #3
0
        private IEnumerator CShootBeam()
        {
            LookAtPlayer.StartLooking(Player.transform, FollowType.Lerp, 2f);
            Follow.StartFollowing(Player.transform, FollowType.Linear, AttachedEntity.CurrentRoom.RoomGrid, 2);
            yield return(_chargeUp);

            LookAtPlayer.StartLooking(Player.transform, FollowType.Linear, 0.25f);
            Follow.Speed /= 2;
            _ray.StartEmitting();

            yield return(new WaitForSeconds(Random.Range(3.0f, 5.0f)));

            _ray.StopEmitting();
            yield return(_delayAfterCompletion);

            Complete();
        }