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using System.Collections;
using UnityEngine;
[RequireComponent(typeof(Rigidbody2D))]
public class CrossOverScript : AtkSkills
private Rigidbody2D rb;
private bool isActive;
[SerializeField] float speedModifier;
// Use this for initialization
void Start()
{
controller = GetComponent<Controller>();
animatorController = GetComponent<Animator>();
rb = GetComponent<Rigidbody2D>();
isActive = false;
usingAxis = false;
}
// Update is called once per frame
private void Update()
{
if (controller.hasStamina(energyCost) && controller.getCrossOverInput() == 1)
{
if (controller.isMyturn() && !controller.isSkillUsing() && !usingAxis)
{
StopCoroutine("move");
animatorController.SetTrigger("CrossOver");
consumeEnergy(energyCost);
}
usingAxis = true;
} else
{
usingAxis = false;
}
}
private IEnumerator crossOver()
{
controller.updateMovementLockStates();
while (isActive)
{
rb.velocity = new Vector2 (-1, controller.currentHand) * controller.getSpeed() * speedModifier;
yield return null;
}
controller.updateMovementLockStates();
}
private void updateState()
{
isActive = isActive == true ? false : true;
StartCoroutine(crossOver());
}
public virtual void OnDisable()
{
CrossOverBehaviour.action -= updateState;
}
public virtual void OnEnable()
{
CrossOverBehaviour.action += updateState;
}