public override void PerformSmash_1_1() { // The attackTimerCounter measures the time since the combo has been started. If it's zero, then // the attack needs to be initialized. if (H_attackTimeCounter < Utils.eps) { // Begin the animation H_animator.SetInteger("AnimationState", 11); // Measure the elapsed time. H_attackTimeCounter += Time.deltaTime; // These boolean variables describe the state the character is in. H_ObjectState = ObjectState.Smashing; H_canAction = false; H_canDash = false; H_inputNextAttack = false; H_inputNextSmash = false; P_currentAttack = Instantiate(P_attack) as AttackObject; BeginAttackState(ref P_currentAttack, 0.2F, 0.2F, 0.5F); P_currentAttack.Scale(0.8F, 0.8F); P_currentAttack.RotateAroundParent(0F, 15F, 0F, H_objectDirection, 0.5F); gameObject.AddComponent <LifeDrain>(); P_currentAttack.AddStatusEffect(0F, gameObject.GetComponent <LifeDrain>(), 0.5F); H_hasAttacked = true; // Build Up } else if (H_attackTimeCounter <= 0.45F) { H_attackTimeCounter += Time.deltaTime; H_canDash = true; // The player cannot move, but he can dash out or continue the combo. } else if (H_attackTimeCounter <= 0.7F) { H_attackTimeCounter += Time.deltaTime; } else { ResetAttackState(); } }
//Overrides for generic attacks. public override void PerformSmash_3_1() { if (H_attackTimeCounter < Utils.eps) { // Begin the animation H_animator.SetInteger("AnimationState", 11); // Measure the elapsed time. H_attackTimeCounter += Time.deltaTime; // These boolean variables describe the state the object is in. H_canAction = false; H_canDash = false; // Do nothing } else if (H_attackTimeCounter <= 1.05F) { H_attackTimeCounter += Time.deltaTime; } else if (H_attackTimeCounter <= 1.75F) { H_attackTimeCounter += Time.deltaTime; // Initialize the attack. if (!H_hasAttacked) { P_currentAttack = Instantiate(P_attack) as AttackObject; BeginAttackState(ref P_currentAttack, 0.2F, 0.35F); gameObject.AddComponent <Poison>(); P_currentAttack.AddStatusEffect(5F, gameObject.GetComponent <Poison>(), 0.1F); Move(H_objectDirection, 4.0F, 0.2F); P_currentAttack.Scale(0.6F, 1.5F); H_hasAttacked = true; } H_canAction = true; } else { ResetAttackState(); } }