public virtual SCS_Attack CreateAttackState()
    {
        SCS_Attack attack = new SCS_Attack();

        attack.animationName = animationName;
        attack.attackBuff    = new AttackBuff();
        return(attack);
    }
Пример #2
0
    public override void Init()
    {
        base.Init();

        //soundFolderName = "Sounds/Player/";

        //advancedMovementStates.Init(this);
        //CSMachine.ChangeState(SCS_Idle.InstanceP);


        //attackStates.Init(this);



        Ctr.wallslideSpeed = GetCurrentStatValue("WallslideSpeed");

        ComboCounter.AComboIsOver += AddHealthAfterCombo;

        jabAtk   = jab.CreateAttackState();
        dTiltAtk = dTilt.CreateAttackState();
        uTiltAtk = uTilt.CreateAttackState();
        fTiltAtk = fTilt.CreateAttackState();

        nAirAtk = nAir.CreateAttackState();
        fAirAtk = fAir.CreateAttackState();
        bAirAtk = bAir.CreateAttackState();
        dAirAtk = dAir.CreateAttackState();
        uAirAtk = uAir.CreateAttackState();

        nSpecAtk = nSpec.CreateAttackState(ESpecial.NEUTRAL);
        sSpecAtk = sSpec.CreateAttackState(ESpecial.SIDE);
        uSpecAtk = uSpec.CreateAttackState(ESpecial.UP);
        dSpecAtk = dSpec.CreateAttackState(ESpecial.DOWN);

        AEnemyHit += OnEnemyHit;
        ComboPower = 0;
    }