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static void | OnDamageImpact (float time) |
| Call with the length of time hits should freeze for after a damage impact.
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static Action< float > | OnHitstop = (_) => { } |
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◆ Awake()
void Slasher.Hitstop.HitstopManager.Awake |
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◆ DoHitstop()
void Slasher.Hitstop.HitstopManager.DoHitstop |
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float | time | ) |
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◆ Hitstop()
IEnumerator Slasher.Hitstop.HitstopManager.Hitstop |
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float | time | ) |
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◆ HitstopApplier()
IEnumerator Slasher.Hitstop.HitstopManager.HitstopApplier |
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◆ LateUpdate()
void Slasher.Hitstop.HitstopManager.LateUpdate |
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◆ OnDamageImpact()
static void Slasher.Hitstop.HitstopManager.OnDamageImpact |
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float | time | ) |
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Call with the length of time hits should freeze for after a damage impact.
- Parameters
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time | How long the game should freeze for in seconds (if long enough, it may ease out as well) |
◆ OnDisable()
void Slasher.Hitstop.HitstopManager.OnDisable |
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◆ OnEnable()
void Slasher.Hitstop.HitstopManager.OnEnable |
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◆ Start()
void Slasher.Hitstop.HitstopManager.Start |
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◆ Update()
void Slasher.Hitstop.HitstopManager.Update |
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◆ applyingHitstop
bool Slasher.Hitstop.HitstopManager.applyingHitstop |
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◆ hitstopSources
Dictionary<Guid, float> Slasher.Hitstop.HitstopManager.hitstopSources = new() |
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◆ hitstopsRunning
int Slasher.Hitstop.HitstopManager.hitstopsRunning |
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◆ profile
◆ OnHitstop
Action<float> Slasher.Hitstop.HitstopManager.OnHitstop = (_) => { } |
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The documentation for this class was generated from the following file: