public Tweener Shake(string tag, float duration) { foreach (ShakeCurve curr in m_ShakeCurves) { if (curr.tag == tag) { return(mShakeObject.Shake(curr, duration)); } } return(null); }
public override void OnActivate() { if (triggered) { return; } triggered = true; DamageObject(); // Suggestion: check if melee cooldown is done. // Shake object visually ObjectShaker.Shake(ShakeDuration); triggered = false; }
// Update is called once per frame void Update() { IsFiring = Input.GetButton(_fireButton); _animator.SetBool(_fireTrigger, IsFiring); if (IsFiring) { _cameraShakey.Shake(); } if (_enemyPlayer.IsFiring) { float enemyMin, enemyMax, playerMin, playerMax; _enemyPlayer.GetLaserRange(out enemyMin, out enemyMax); GetPlayerHitboxRange(out playerMin, out playerMax); if ((playerMin >= enemyMin && playerMin <= enemyMax) || (playerMax >= enemyMin && playerMax <= enemyMax)) { // take damage oh no Health -= _enemyPlayer._damage; if (Health <= 0) { // explosion! ParticleSystem s = Instantiate(_deathParticle, _transform.position, Quaternion.identity); var main = s.main; main.startColor = _selfColor; _disableOnDeath.SetActive(false); Destroy(gameObject); // gameObject.SetActive(false); } } } _healthImg.FillAmount = Health / MaxHealth; }