/// <summary> /// Reaction on action key. /// </summary> public void PerformAction() { if (!SaveGameDataSingleton.instance.inventory.sword) { return; } _anim.enabled = false; var renderer = GetComponent <SpriteRenderer>(); AnimationEventDelegate.WhenTimelineEventReached += ResetSkin; if (SaveGameDataSingleton.instance.inventory.shield) { ShieldActionSkin.Apply(renderer, Mathf.RoundToInt(_anim.GetFloat("lookAt"))); } else { EmptyActionSkin.Apply(renderer, Mathf.RoundToInt(_anim.GetFloat("lookAt"))); } Sword sword = GetComponentInChildren <Sword>(); sword.Stroke(); }
/// <summary> /// Reaktion auf Aktionstastendruck /// </summary> public void PerformAction() { if (!SaveGameData.current.inventory.sword) { return; //Kein Schwert = Kein Schlag } anim.enabled = false; AnimationEventDelegate.WhenTimelineEventReached += ResetSkin; if (SaveGameData.current.inventory.shield) { shieldActionSkin.Apply(GetComponent <SpriteRenderer>(), Mathf.RoundToInt(anim.GetFloat("lookAt"))); } else { emptyActionSkin.Apply(GetComponent <SpriteRenderer>(), Mathf.RoundToInt(anim.GetFloat("lookAt"))); } Sword sword = GetComponentInChildren <Sword>(); sword.Stroke(); }