public IEnumerator TemporaneousArmourBuff(int bonusArmour, int seconds) { _myStats.armour += bonusArmour; yield return(Waiter.Active(seconds)); _myStats.armour -= bonusArmour; }
public IEnumerator TemporaneousDamageBuff(int bonusDamage, int seconds) { _myStats.damage += bonusDamage; yield return(Waiter.Active(seconds)); _myStats.damage -= bonusDamage; }
public override IEnumerator TemporaneousSpeedBuff(int bonusSpeed, int seconds) { yield return(base.TemporaneousSpeedBuff(bonusSpeed, seconds)); GetComponent <NavMeshAgent>().speed += bonusSpeed; yield return(Waiter.Active(seconds)); GetComponent <NavMeshAgent>().speed -= bonusSpeed; }
public override IEnumerator TemporaneousSpeedBuff(int bonusSpeed, int seconds) { //yield return base.TemporaneousSpeedBuff(bonusSpeed, seconds); velocity += bonusSpeed; jumpHeight += (float)bonusSpeed / 2; yield return(Waiter.Active(seconds)); velocity -= bonusSpeed; jumpHeight -= (float)bonusSpeed / 2; }
public IEnumerator GoToSceneAfterNSeconds(int indexScene, float nSeconds) { yield return(Waiter.Active(nSeconds)); GoToScene(indexScene); }
private IEnumerator PlayAnimationAfterDelay() { yield return(Waiter.Active(delayBeforeStartingAnimation)); _animation.Play(PlayMode.StopAll); }
protected override IEnumerator Die() { yield return(Waiter.Active(bonusSeconds)); yield return(base.Die()); }