// Stun has player object, stun time in seconds, trap itself // player has normal y velocity but is stopped in all other velocities and cannot move controls void FixedUpdate() { if (player != null) { if (hit) { trapBase.Stun(player, stunDuration, this.gameObject); } } }
void FixedUpdate() { if (player != null) { if (hit) { trapBase.Stun(player, stunDuration, this.gameObject); anim.SetBool("Stunned", hit); StartCoroutine(Wait()); } } }
// Update is called once per frame // knockback has a knockback velocity, knockup velocity, and a knockTimer to // force the knockback into an arc shape. void FixedUpdate() { if (player != null) { if (hit && knockTimer < 7 && knockTimer >= 5) { trapBase.KnockBack(player, knockBackValue, 0); knockTimer++; } else if (hit && knockTimer < 7) { trapBase.KnockBack(player, 0, knockUpValue); trapBase.Stun(player.gameObject, stunDuration); knockTimer++; } else { hit = false; anim.SetBool("Knockback", hit); knockTimer = 0; } } }