// When you want to stop the current attack. public void StopAttack(bool isPlayerReadyToAttack) { if (curWeaponMotion) { curWeaponMotion.StopMotions(); } foreach (Character_AttackFX curAtkFX in atkFXsInUse) { if (curAtkFX.involuntaryCancel) { curAtkFX.StopAllCoroutines(); curAtkFX.spriteR.sprite = null; curAtkFX.col.enabled = false; curAtkFX.gameObject.SetActive(false); curAtkFX.stopOnStun = false; curAtkFX.inUse = false; } } if (atkPlyrMove.charAtkMotionOn) { atkPlyrMove.StopPlayerMotion(); } ReadyToAttack(isPlayerReadyToAttack); //atkVisual.StopAllCoroutines(); }
public void SpecialAttackButtonReleased(bool releasedByPlayer) { specAtkButtonDown = false; // Can the player use their movement skill? if (inWindup) { //CANCELATTACK; weaponMotion.StopMotions(); windupFX[0].StopAllCoroutines(); windupFX[0].spriteR.sprite = null; windupFX[0].col.enabled = false; windupFX[0].gameObject.SetActive(false); windupFX[0].stopOnStun = false; windupFX[0].inUse = false; holdFX[0].inUse = false; foreach (Character_AttackFX charAtkFX in releaseFX) { charAtkFX.inUse = false; } charAtk.atkPlyrMove.StopPlayerMotion(); charAtk.ReadyToAttack(true); StopCoroutine(specialAtkCoroutine); specialAtkCoroutine = null; inWindup = false; charAtk.equippedWeapons.canSwapWeapon = true; } if (inHold) { if (releasedByPlayer) { holdFX[0].exitAttackAnimationFX = true; charAtk.atkPlyrMove.exitPlayerMotion = true; } else { //CANCELATTACK; } } }