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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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static |
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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staticprivate |
The documentation for this class was generated from the following file: