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; }
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(); }
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(); }