示例#1
0
 // Called during enemy combo attack when user does not choose a block direction
 // Continue enemy combo next attack.
 //
 public void PlayerBlockDirectionNotChosen()
 {
     playerDirectionChosen = false;
     // Remove block and directional canvas ui and play next animation
     uiManager.EndEnemyCombo();
     currentSkill = currentTurnComboQueue.Dequeue();
     enemyAnimator.PlayAttackAnimation(currentSkill.animationName);
 }
示例#2
0
 public override void Fire()
 {
     if (!base.CanFire(fire))
     {
         return;
     }
     fire.lastFired = Time.time;
     enemyAnimator.PlayAttackAnimation();
     SoundSystem.PlaySound(fireSound.name, transform.position);
     for (int i = 0; i < fire.projectileCount; i++)
     {
         SpawnProjectile(fire);
     }
 }