public void StartAttack(Attack newAttack, FighterAnimations newAnimation, bool allowFlip = true) { if (allowFlip) { state.ProcessFacingDirection(); } attackPlayer.StartAttack(newAttack, newAnimation); }
// handle beginning of jump command public void StartJump(Attack newJump, FighterAnimations newAnimation) { currentJump = newJump; state.SetState(newJump.state); spriteAnimator.PlayAnimation(newAnimation, true); currentJump.Start(); isJumping = true; }
// handle beginning of attack command public void StartAttack(Attack newAttack, FighterAnimations newAnimation) { currentAttack = newAttack; state.SetState(newAttack.state); animator.PlayAnimation(newAnimation, true); currentAttack.Start(); isAttacking = true; }
public void setAnime(FighterAnimations _anime) { this.anime = _anime; }