private void InvertDirection() { direction += 2; if ((int)direction >= 4) { direction -= 4; } skipTurn = 3; }
public void ThrowSword(Player.PlayerDirection p_direction) { direction = new Vector3(Mathf.Sin((int)p_direction * -90f * Mathf.Deg2Rad), 0f, Mathf.Cos((int)p_direction * 90f * Mathf.Deg2Rad)); swordGO.transform.parent = swordsContainer.transform; swordGO.transform.localRotation = Quaternion.identity; swordGO.transform.localScale = Vector3.one; swordState = SwordState.MOVING; swordCollider.enabled = true; }