public override void Setup() { base.Setup(); State = new ImploderState(); State = ImploderState.ActiveFollowingPlayer; myInteractionType = new InteractionType(); }
public void TogglePreformingImplosionDrift() { isReadyToDestroyImplodingMinionsOnEnemy = true; MoveToInteractingWithEnemiesList = true; State = ImploderState.PreformingImplosionDrift; myInteractionType = InteractionType.Implosion; //toggle AnimateImplosionDrift }
public void TogglePrefrominActiveFollowingPlayer() { State = ImploderState.ActiveFollowingPlayer; MoveBackToPlayersArsenal = true; path = null; //toggle Aniamte }
public void TogglePreformingImplodingImpact() { isReadyToDestroyImplodingMinionsOnEnemy = true; State = ImploderState.PreformingImplodingImpact; TimeingManager.SchoudleDelayedFunctionTrigger(2f, TogglePreformingUnactiveFollowingPlayer); myInteractionType = InteractionType.ImplodingImpact; //toggle Animate }
public void TogglePreformingUnactiveFollowingPlayer() { TheAttackedObject = null; isReadyToDestroyImplodingMinionsOnEnemy = false; MoveOutFromInteractingWithEnemiesList = true; State = ImploderState.UnactiveFollowingPlayer; TimeingManager.SchoudleDelayedFunctionTrigger(UnactiveDuration, TogglePrefrominActiveFollowingPlayer); //toggle Animate }
public void TogglePreformingDash() { indexOfCurrentFollowedPathPoint = 0; State = ImploderState.PreformingDash; //toggle AnimateDash }
public void ToggleImplodingEnemyAttack(IEnemyBase _theAttackedObeject) { State = ImploderState.ImplodiningObjectAttacking; TheAttackedObject = _theAttackedObeject; TimeingManager.SchoudleDelayedFunctionTrigger(2f, TogglePreformingUnactiveFollowingPlayer); }