// Start is called before the first frame update protected override void Start() { base.Start(); animator = GetComponent <Animator>(); BasewalkSpeed = walkSpeed = 3; xScale = 0.65f; SwordCollider.WeaponCollisionEnterEvent.AddListener(HitTarget); exhaustCount = 4; restTimer = 2; BarrierTimer = 60; SkillPool.Add(Skill.EliteWarriorJab); SkillPool.Add(Skill.EliteWarriorLeap); SkillPool.Add(Skill.EliteWarriorSwing); SkillPool.Add(Skill.EliteWarriorStormCall); for (int i = 0; i < SkillPool.Count; i++) { SkillCooldowns.Add(0); } BeamPrefab = Resources.Load("Prefabs/AoE/EliteWarriorBeam") as GameObject; MegaBeamPrefab = Resources.Load("Prefabs/AoE/EliteWarriorMegaBeam") as GameObject; WavePrefab = Resources.Load("Prefabs/AoE/EliteWarriorWave") as GameObject; BarrierPrefab = Resources.Load("Prefabs/AoE/EliteWarriorBarrier") as GameObject; SpikePrefab = Resources.Load("Prefabs/AoE/ChargeSpikes") as GameObject; StormBoltPrefab = Resources.Load("Prefabs/AoE/StormBolt") as GameObject; StormCallPrefab = Resources.Load("Prefabs/AoE/StormCall") as GameObject; PortalPrefab = Resources.Load("Prefabs/Characters/Portal") as GameObject; //Enraged = true; inAction = true; // wait for play to approach animator.Play("Wait"); }
protected override void Start() { // xScale = 0.7f; base.Start(); animator = GetComponent <Animator>(); BasewalkSpeed = walkSpeed = 5; BaseSprintSpeed = SprintSpeed = 10; LeapSpeed = 22; FrontClaw.WeaponCollisionEnterEvent.AddListener(HitTarget); BackClaw.WeaponCollisionEnterEvent.AddListener(HitTarget); SkillPool.Add(Skill.HellHoundLeap); SkillPool.Add(Skill.HellHoundFireball); SkillPool.Add(Skill.HellHoundNA); for (int i = 0; i < SkillPool.Count; i++) { SkillCooldowns.Add(0); } FireballPrefab = Resources.Load("Prefabs/Projectiles/FireBall") as GameObject; EffectXOffset = 1.3f; EffectWidth = 2; }
protected override void EnrageRoar() { inAction = true; animator.Play("VariantEnrage"); //add enraged skills to skillpool SkillPool.Add(Skill.HellHoundVariantLeap); SkillCooldowns.Add(0); }
protected override void Start() { base.Start(); animator = GetComponent <Animator>(); BasewalkSpeed = walkSpeed = 6; xScale = 0.5f; SwordCollider.WeaponCollisionEnterEvent.AddListener(HitTarget); SkillPool.Add(Skill.WarriorSwing); SkillPool.Add(Skill.WarriorJab); SkillPool.Add(Skill.WarriorNA); for (int i = 0; i < SkillPool.Count; i++) { SkillCooldowns.Add(0); } }
void Enrage() { Enraged = true; SwordGlow.SetActive(true); statControl.SetVulnerable(); SkillPool.Add(Skill.EliteWarriorSpikes); SkillPool.Add(Skill.EliteWarriorMegaBeam); SkillCooldowns.Add(0); SkillCooldowns.Add(0); for (int i = 0; i < SkillCooldowns.Count; i++) { SkillCooldowns[i] = 0; } inBarrier = false; }
// Start is called before the first frame update protected override void Start() { base.Start(); xScale = 0.5f; animator = GetComponent <Animator>(); BasewalkSpeed = walkSpeed = 5; FrontClaw.WeaponCollisionEnterEvent.AddListener(HitTarget); BackClaw.WeaponCollisionEnterEvent.AddListener(HitTarget); SkillPool.Add(Skill.HellbatGouge); SkillPool.Add(Skill.HellbatSonicWave); SkillPool.Add(Skill.HellbatNA); for (int i = 0; i < SkillPool.Count; i++) { SkillCooldowns.Add(0); } SonicWavePrefab = Resources.Load("Prefabs/Projectiles/SonicWave") as GameObject; }
protected override void Start() { HealthbarOffsetY = 8; // xScale = 0.7f; base.Start(); animator = GetComponent <Animator>(); restTimer = 2; SkillPool.Add(Skill.DemonNA); SkillPool.Add(Skill.DemonPunch); SkillPool.Add(Skill.DemonGroundBurst); SkillPool.Add(Skill.DemonFlameBreath); for (int i = 0; i < SkillPool.Count; i++) { SkillCooldowns.Add(0); } xScale = 0.5f; FrontClaw.WeaponCollisionEnterEvent.AddListener(HitTarget); BackClaw.WeaponCollisionEnterEvent.AddListener(HitTarget); BurstPrefab = Resources.Load("Prefabs/AoE/DemonGroundBurst") as GameObject; FlamePrefab = Resources.Load("Prefabs/AoE/DemonFlameBreath") as GameObject; }