public override void Updata() { if (this.parent.blackOut && this.frame < 2) { return; } this.animationpoint.X = this.frame; if (this.frame % 4 == 0) { switch (this.flinchState) { case FlinchState.PurpleScale: this.flinchState = FlinchState.Outline; break; case FlinchState.Outline: this.flinchState = FlinchState.DoubleImage; break; case FlinchState.DoubleImage: this.flinchState = FlinchState.PurpleScale; break; } } if (this.frame >= 40) { this.flag = false; } this.FlameControl(); ++this.frame; }
public void ResetState(ref PlayerState playerState) { playerState = PlayerState.Default; flinchState = FlinchState.Setup; timer = 0f; spriteRenderer.material.SetFloat("_FlashAmount", 0f); }
// Use this for initialization void Start() { timer = 0f; //knockBackDirection = Vector2.zero; flinchState = FlinchState.Setup; spriteRenderer = GetComponent <SpriteRenderer> (); animator = GetComponent <Animator> (); playerBody = GetComponent <Rigidbody2D> (); hurtInfo = GetComponent <HurtInfoReceiver> (); }
public DruidManFlinch( IAudioEngine audio, SceneBattle parent, Vector2 positionDirect, bool reverse, Point battlePosition) : base(audio, parent, battlePosition.X, battlePosition.Y) { this.picturename = "druidman"; this.posi = positionDirect; this.animationpoint.Y = 2; this.rebirth = reverse; this.flinchState = FlinchState.PurpleScale; }
//Makes the player flinch (when player is hurt) public void Flinch(ref PlayerState playerState) { switch (flinchState) { case FlinchState.Setup: timer = flinchTime; playerBody.velocity = Vector2.zero; //Play Flinch Animation according to face direction //Set sprite color to red to indicate hurt spriteRenderer.material.SetFloat("_FlashAmount", 0.60f); //Add force to player in a direction playerBody.AddForce(hurtInfo.direction * hurtInfo.force); flinchState = FlinchState.Flinching; break; case FlinchState.Flinching: timer -= Time.deltaTime; //Gradually change red color to normal if (timer <= 0f) { timer = 0f; //Set sprite color to normal spriteRenderer.material.SetFloat("_FlashAmount", 0f); flinchState = FlinchState.Done; } break; case FlinchState.Done: flinchState = FlinchState.Setup; playerState = PlayerState.Default; //knockBackDirection = Vector2.zero; break; } }