public override void EnterState(PlayerController.CharacterStateNames p_prevState) { //Debug.Log("DYING DRAGON"); GameObject exp = ExplosionManager.Inst.GetExplosion(); exp.transform.position = m_cont.gameObject.transform.position; Object.Destroy(m_cont.gameObject); }
public override void EnterState(PlayerController.CharacterStateNames p_prevState) { m_stompTime = m_cont.m_stompPauseDuration; flag = false; m_hasStomped = false; m_lastState = p_prevState; //Debug.Log("Stomping"); }
public override void EnterState(PlayerController.CharacterStateNames p_prevState) { m_riseTime = m_cont.m_riseDuration; m_direction = m_cont.m_Direction; AudioManager.GetInstance().PlayClip(3); //Debug.Log("Rising!"); }
public override void EnterState(PlayerController.CharacterStateNames p_prevState) { //Debug.Log("Shooting a fireball"); m_cont.m_shootCooldown = m_cont.m_shootMaxCooldown; m_ShootTime = m_cont.m_shootDuration; m_ShootDelayTime = m_cont.m_ShootDelayTime; m_laststate = p_prevState; m_hasShot = false; m_shootDirection = new Vector2(m_cont.m_Direction, 0.0f); }
public override void EnterState(PlayerController.CharacterStateNames p_prevState) { m_chompTime = m_cont.m_chompDuration; m_waitTime = m_cont.m_chompWaitTime; m_lastState = p_prevState; m_col.size = new Vector2(4.0f, 2.0f); m_col.offset = new Vector2(0.0f, -1.2f); m_hasChomped = false; //Debug.Log("Chomp"); }
public override void EnterState(PlayerController.CharacterStateNames p_prevState) { if (p_prevState != PlayerController.CharacterStateNames.ShootState) { m_jumpTime = m_cont.m_jumpDuration; } else { m_jumpTime = 0; } AudioManager.GetInstance().PlayClip(19); }
public override void EnterState(PlayerController.CharacterStateNames p_prevState) { m_cont.GetComponent <Health>().Blocking = true; m_blockTime = m_cont.m_blockDuration; //Debug.Log("Blocking"); Shield = Object.Instantiate(Resources.Load("DragonShield", typeof(GameObject))) as GameObject; AudioManager.GetInstance().PlayClip(20); Vector3 l_facing = Shield.transform.localScale; l_facing.x = m_cont.m_Direction * -1; Shield.transform.localScale = l_facing; Shield.transform.position = m_cont.transform.position + new Vector3(m_cont.m_Direction * 2, 0, 0);; }
public override void EnterState(PlayerController.CharacterStateNames p_prevState) { m_direction = m_cont.m_Direction; m_hurtTimer = m_cont.m_hurtTimer; //Debug.Log("Dragon was Hurt"); }
public override void EnterState(PlayerController.CharacterStateNames p_prevState) { //Debug.Log("Idling"); }
public override void ExitState(PlayerController.CharacterStateNames p_nextState) { m_cont.m_dashCooldown = m_cont.m_maxDashCoolDown; }
public override void EnterState(PlayerController.CharacterStateNames p_prevState) { m_dashTime = m_cont.m_dashDuration; m_direction = m_cont.m_Direction; //Debug.Log("Dashing!"); }
public override void ExitState(PlayerController.CharacterStateNames p_nextState) { m_cont.GetComponent <Health>().Blocking = false; m_cont.m_blockCooldown = m_cont.m_maxBlockCoolDown; Object.Destroy(Shield); }
public override void ExitState(PlayerController.CharacterStateNames p_nextState) { Object.Destroy(m_hitbox); }
public virtual void ExitState(PlayerController.CharacterStateNames p_nextState) { }
public override void EnterState(PlayerController.CharacterStateNames p_prevState) { //Debug.Log("Walking"); //AudioManager.GetInstance().PlayClip(10); }
public override void ExitState(PlayerController.CharacterStateNames p_nextState) { m_col.size = new Vector2(3.0f, 4.0f); m_col.offset = new Vector2(0f, -0.2f); Object.Destroy(m_hitbox); }
public override void EnterState(PlayerController.CharacterStateNames p_prevState) { //Debug.Log("In Crouching State"); m_col.size = new Vector2(4.0f, 2.0f); m_col.offset = new Vector2(0.0f, -1.2f); }
public override void ExitState(PlayerController.CharacterStateNames p_nextState) { }
public virtual void EnterState(PlayerController.CharacterStateNames p_prevState) { }