StopDash¶
This coroutine allows to stop a DashBehavior and must be called to stop it when the player is dashing
. CancelAction can call it automatically in these circumstances.
public IEnumerator StopDash(bool wall)
Parameters¶
wall
: Tells if the stopping is due to hitting a wall which implicates more visual effects such as aDeath3
sound
Procedure¶
- If wall is true:
Death3
sound plays- entity.
forcemove
is set to false - entity.animstate set to 11 (
Hurt
) - ShakeScreen called with an ammount of (0.1, 0.1, 0.1) for 0.2 time
smoke
is moved offscreen then gets destroyed in 1.5 seconds- If
tbox
exists, it is destroyed - entity.
detect
tag is reset toUntagged
- Yield for a frame
- entity.
rigid
x and z velocity are reset to 0.0 diggingpart
reset to nulldashing
is set to false- Yield for 0.25 seconds
- entity.
animstate
set to 0 (Idle
) - entity.
jumpcooldown
set to 5.0 so no jumps can happen for the next 5.0 frames actioncooldown
set to 5.0 so no DoActionTap can be done for the next 5.0 framesmovecd
reset to 0.0- CancelAction is called if all of the following conditions are true:
- We aren't in an instance.
pause
- We aren't in an instance.
minipause
- We aren't in instance.
inevent
- The message lock is released
- The player isn't
digging
- The player isn't
flying
- We aren't in an instance.