private void StartCharge() { Time.timeScale = 1f; rb.velocity = Vector3Extension.CalculateDirectionTowardsMouse(transform.position) * chargeSpeed; StartCoroutine("ChargeDuration", abilityDuration); anim.SetBool("Charge", true); isCharging = true; ArenaEvents.PlayerCharge(); hasCharged = false; }
IEnumerator ChargeDuration(float time) { yield return(new WaitForSeconds(time)); GetComponent <PlayerHP>().canBeHurt = true; anim.SetBool("Charge", false); isCharging = false; ArenaEvents.PlayerCharge(); rb.velocity = Vector2.zero; GetComponent <ArenaMovement>().enabled = true; GetComponent <PlayerAttack>().enabled = true; GetComponent <DivingElbowAbility>().enabled = true; StartCoroutine("AbilityCooldown", abilityCooldown); }