private void ForceStop() { if (TargetAnimator) { TargetAnimator.renderer.enabled = false; } if (HitEffectAnimator) { HitEffectAnimator.renderer.enabled = false; } if (sprite) { sprite.renderer.enabled = false; } if (ShadowAnimator) { ShadowAnimator.renderer.enabled = false; } specRigidbody.enabled = false; if (m_bulletSource) { m_bulletSource.ForceStop(); } SetState(ExpandHammerState.Gone); }
private void EndState(DashState state) { if (state == DashState.Dash) { if (!string.IsNullOrEmpty(dashAnim)) { m_aiAnimator.EndAnimationIf(dashAnim); } if (bulletScript != null && !bulletScript.IsNull && m_shouldFire) { Fire(); } if (doDodgeDustUp) { m_aiActor.DoDustUps = m_cachedDoDustups; } if (hideShadow && m_shadowSprite) { m_shadowSprite.renderer.enabled = true; } if (hideGun && m_aiShooter) { m_aiShooter.ToggleGunAndHandRenderers(true, "ExpandDashBehavior"); } if (hideGun && gunHands != null && gunHands.Count > 0) { foreach (GunHandController gunHand in gunHands) { if (gunHand.Gun) { gunHand.Gun.sprite.renderer.enabled = true; } if (gunHand.handObject) { gunHand.handObject.sprite.renderer.enabled = true; } } } if (toggleTrailRenderer && m_trailRenderer) { m_trailRenderer.enabled = false; } if (enableShadowTrail) { m_shadowTrail.spawnShadows = false; } if (postDashSpeed <= 0f) { m_aiActor.BehaviorVelocity = Vector2.zero; } if (m_bulletSource != null) { m_bulletSource.ForceStop(); } } }
private void EndState(FireState state) { switch (state) { case FireState.Charging: m_aiActor.BehaviorVelocity = Vector2.zero; m_aiActor.CollisionKnockbackStrength = m_cachedKnockback; m_aiActor.CollisionDamage = m_cachedDamage; m_aiActor.CollisionVFX = m_cachedVfx; m_aiActor.NonActorCollisionVFX = m_cachedNonActorWallVfx; if (m_trailVfx) { ParticleKiller component = m_trailVfx.GetComponent <ParticleKiller>(); if (component) { component.StopEmitting(); } else { SpawnManager.Despawn(m_trailVfx); } m_trailVfx = null; } m_aiActor.DoDustUps = m_cachedDoDustUps; m_aiActor.DustUpInterval = m_cachedDustUpInterval; m_aiActor.PathableTiles = m_cachedPathableTiles; if (switchCollidersOnCharge) { m_enemyCollider.CollisionLayer = CollisionLayer.EnemyCollider; m_enemyHitbox.Enabled = true; m_projectileCollider.Enabled = false; } if (m_bulletSource != null) { m_bulletSource.ForceStop(); } m_aiAnimator.EndAnimationIf(chargeAnim); break; default: return; } }