GameObject GenerateFighterObject(Vector3 position, Vector3 scale, FighterFightStatus fightStatus) { GameObject fighter = Instantiate<GameObject>(FighterPrefab); fighter.GetComponent<FighterScript>().reference = fightStatus; fighter.transform.parent = this.gameObject.transform; fighter.transform.localPosition = position; fighter.transform.localScale = scale; // Reset rotation, as it gets rotated for team stuff. fighter.transform.localRotation = new Quaternion(); return fighter; }
void OnDefend(FighterFightStatus fighter, int amount) { StartCoroutine(DefendStance()); }
void OnDeath(FighterFightStatus fighter) { Debug.Log(fighter.Info.Name + " has Died!!!"); StopAllCoroutines(); this.transform.localPosition = stepDead; KillColor(); }
void OnDamage(FighterFightStatus fighter, int amount) { if (fighter.isAlive() && !fighter.IsAnimating) { StartCoroutine(DamageColor()); } }
void OnCompleteAbility(FighterFightStatus fighter) { }
void OnActivateAbility(FighterFightStatus fighter) { //this.transform.localPosition = stepForward; if (fighter.isAlive() && !fighter.IsAnimating) { StartCoroutine(AnimateAttack()); fighter.IsAnimating = true; } }