示例#1
0
 public override void Setup()
 {
     base.Setup();
     State             = new ImploderState();
     State             = ImploderState.ActiveFollowingPlayer;
     myInteractionType = new InteractionType();
 }
示例#2
0
 public void TogglePreformingImplosionDrift()
 {
     isReadyToDestroyImplodingMinionsOnEnemy = true;
     MoveToInteractingWithEnemiesList        = true;
     State             = ImploderState.PreformingImplosionDrift;
     myInteractionType = InteractionType.Implosion;
     //toggle AnimateImplosionDrift
 }
示例#3
0
    public void TogglePrefrominActiveFollowingPlayer()
    {
        State = ImploderState.ActiveFollowingPlayer;
        MoveBackToPlayersArsenal = true;

        path = null;
        //toggle Aniamte
    }
示例#4
0
 public void TogglePreformingImplodingImpact()
 {
     isReadyToDestroyImplodingMinionsOnEnemy = true;
     State = ImploderState.PreformingImplodingImpact;
     TimeingManager.SchoudleDelayedFunctionTrigger(2f, TogglePreformingUnactiveFollowingPlayer);
     myInteractionType = InteractionType.ImplodingImpact;
     //toggle Animate
 }
示例#5
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    public void TogglePreformingUnactiveFollowingPlayer()
    {
        TheAttackedObject = null;
        isReadyToDestroyImplodingMinionsOnEnemy = false;

        MoveOutFromInteractingWithEnemiesList = true;
        State = ImploderState.UnactiveFollowingPlayer;
        TimeingManager.SchoudleDelayedFunctionTrigger(UnactiveDuration, TogglePrefrominActiveFollowingPlayer);
        //toggle Animate
    }
示例#6
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 public void TogglePreformingDash()
 {
     indexOfCurrentFollowedPathPoint = 0;
     State = ImploderState.PreformingDash;
     //toggle AnimateDash
 }
示例#7
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 public void ToggleImplodingEnemyAttack(IEnemyBase _theAttackedObeject)
 {
     State             = ImploderState.ImplodiningObjectAttacking;
     TheAttackedObject = _theAttackedObeject;
     TimeingManager.SchoudleDelayedFunctionTrigger(2f, TogglePreformingUnactiveFollowingPlayer);
 }