public void OnStunEnd() { if (_stunFx != null) { Destroy(_stunFx); _stunFx = null; } m_animator.SetBool("scared", false); m_characterStatesEnum = CharacterStatesEnum.WALKING; }
public void OnStatic(int maxDuration = 4) { if (m_characterStatesEnum == CharacterStatesEnum.STATIC) { return; } m_characterStatesEnum = CharacterStatesEnum.STATIC; m_animator.SetInteger("speed", 0); m_speed = m_model.Speed; var duration = Mathf.Min(Random.Range(2, 5), maxDuration); StartMovementCoroutine(GoToWalk(duration)); }
public void OnFear(int power) { if (m_tempVictory) { return; } m_characterStatesEnum = CharacterStatesEnum.FEAR; m_animator.SetTrigger("cri"); m_animator.SetInteger("speed", 2); m_target = null; m_fearCounter = power; StartMovementCoroutine(RunAfterFear()); }
public void OnElectrocute(float duration, int damage) { if (m_tempVictory) { return; } m_currentLife -= damage; m_characterStatesEnum = CharacterStatesEnum.STUN; m_animator.SetTrigger("electrocute"); m_stunEnd = Time.time + duration; m_target = null; }
public void OnStun(float duration) { if (m_tempVictory) { return; } if (_stunFx == null) { _stunFx = (GameObject)Instantiate(_stunFxPrefab); _stunFx.transform.position = transform.position + Vector3.up * 0.5f; } m_characterStatesEnum = CharacterStatesEnum.STUN; m_animator.SetBool("scared", true); m_stunEnd = Time.time + duration; m_target = null; }
public void OnWalk() { m_characterStatesEnum = CharacterStatesEnum.WALKING; m_animator.SetInteger("speed", 1); m_speed = m_model.Speed; }
public void OnRun() { m_characterStatesEnum = CharacterStatesEnum.RUNNING; m_speed = m_model.Speed * 2; }