private void UpdateSword() { if (Input.GetKeyDown(KeyCode.Space)) { sword.Attack(); } }
protected override void Attack() { //si il est pu devant faut le pourchasser if (Player.position.x > this.transform.position.x) { transform.localRotation = Quaternion.Euler(-90, 0, 0); } else { transform.localRotation = Quaternion.Euler(-90, 180, 0); } Vector3 tmp = new Vector3(transform.position.x, transform.position.y + 1, transform.position.z); if (!IsAttacking && Vector3.Distance(tmp, Player.position) > Stat.PlayerDist + 0.2f) { UpdateIndex = (int)EAIState.MOVE; Anim.SetBool("Walk", true); return; } AtkTimer += Time.deltaTime; if (AtkTimer >= Stat.AtkSpeed) { Hand.Attack(); Anim.SetTrigger("Attack"); IsAttacking = true; AtkTimer = 0; } }
public void TryAtk() { if (Input.GetButtonDown("Fire2")) { _animator.SetTrigger("Attack"); Sword.Attack(); } }
void Update() { if (playerSensor.hot && Time.timeSinceLevelLoad >= nextAttack && !sword.isAttacking) { sword.Attack(); nextAttack = Time.timeSinceLevelLoad + attackDelay; } }
private void Update() { inputs.UpdateInputs(); FlipSprite(); sword.Attack(inputs.sword); }