// Update is called once per frame void Update() { if (_target != null) { _EnemyDistance = Vector3.Distance(_target.position, _Position.position); } // Enemies = GameObject.FindGameObjectsWithTag ("MobEnemey"); // Equipment_type =PlayerUIManager.Equiped_Weapon.Equipment_Slot; if (Input.GetButtonDown("Pause_Toggle")) { if (!CameraManipulation.x) { CameraManipulation.z = true; CameraManipulation.pause = true; } if (CameraManipulation.x) { CameraManipulation.z = true; } } switch (Equipment_type) { case EQType.Axe: break; case EQType.Blade: _LightAttack = 1f; _ChargeAttack = 50f; _blade = true; x = _Blade; if (_target != null) { if (Input.GetButtonDown("Light")) { _Animator.SetTrigger("Light"); if (_LightAttack > _EnemyDistance) { _target.GetComponentInParent <Enemy> ().Hit(Random.Range(PlayerUIManager.Equiped_Weapon.Min_Damage, PlayerUIManager.Equiped_Weapon.Min_Damage + GameInformation.Aim * GameInformation.Strength)); } } else { _Animator.ResetTrigger("Light"); } if (Input.GetButtonDown("Heavy")) { _Animator.SetTrigger("Heavy"); if (_ChargeAttack > _EnemyDistance) { _target.GetComponentInParent <Enemy> ().Hit(Random.Range(PlayerUIManager.Equiped_Weapon.Min_Damage, PlayerUIManager.Equiped_Weapon.Min_Damage + GameInformation.Aim * GameInformation.Strength)); } } else { _Animator.ResetTrigger("Heavy"); } } break; case EQType.Cannon: break; case EQType.Wand: _wand = true; x = _Wand; break; case EQType.Bullet: break; case EQType.Bow: break; case EQType.ChainBlade: break; case EQType.Cannon_Spear: break; case EQType.Cards: break; case EQType.ChainBlade_Talisman: break; case EQType.Claw: break; case EQType.Dagger: break; case EQType.Fan: break; case EQType.Arrow: break; default: if (Input.GetButtonDown("Light")) { _Animator.SetTrigger("Light"); } else { _Animator.ResetTrigger("Light"); } break; } if (!Flying) { //Movement Commands Rotation if (Mathf.Abs(Input.GetAxis("Horizontal")) > 0) { _Position.Rotate(0, Input.GetAxis("Horizontal") * Time.deltaTime * _TurnAmount, 0); _Turn = Input.GetAxis("Horizontal"); } //Movement Commands Moving Forward and Backward if (Mathf.Abs(Input.GetAxis("Vertical")) > 0) { _Position.Translate(Vector3.forward * Input.GetAxis("Vertical") * Time.deltaTime * _ForwardAmount); _Forward = Input.GetAxis("Vertical"); } } //Jumping Command Going up if (PlayerUIManager.Stamina > 0) { if (Mathf.Abs(Input.GetAxis("Jump")) > 0) { InvokeRepeating("Jump", 0.3f, 3); } //Flying Command if (Mathf.Abs(Input.GetAxis("Ascend")) > 0) { Invoke("Ascension", 0.3f); } } //Flying Command Ascension // if (Flying) { // if (Mathf.Abs (Input.GetAxis ("Horizontal")) > 0) { // _Position.Rotate (0, Input.GetAxis ("Horizontal") * Time.deltaTime * _TurnAmount, 0); // _Turn = Input.GetAxis ("Horizontal"); // } // //Movement Commands Moving Forward and Backward // if (Mathf.Abs (Input.GetAxis ("Vertical")) > 0) { // _Position.Translate (Vector3.forward * Input.GetAxis ("Vertical") * Time.maximumDeltaTime *0.65f); // _Forward = Input.GetAxis ("Vertical"); // } // // if (Mathf.Abs (Input.GetAxis ("Jump")) > 0) { // _Position.Translate (Vector3.up*Input.GetAxis("Jump")*Time.maximumDeltaTime*_Jump_Amount*0.3f); // } // // //Descending Command Going Down // if (Mathf.Abs (Input.GetAxis ("Descend")) > 0) { // _Position.Translate(Vector3.down*_Jump_Amount*Time.maximumDeltaTime*0.3f); // // } // // } //Targeting system //Combo Variables // if (Input.GetButtonDown ("Heavy")) { // _Animator.SetTrigger ("Heavy"); // if (_EnemyDistance > _LightAttack) { // _target.GetComponentInParent<Enemy> ().Hit (Random.Range (PlayerUIManager.Equiped_Weapon.Min_Damage, PlayerUIManager.Equiped_Weapon.Min_Damage + GameInformation.Aim * GameInformation.Strength + GameInformation.Intellect)); // } // } else { // _Animator.ResetTrigger ("Heavy"); // } //Resting if (_Rest) { Invoke("Regeneration", 0.5f); } //Weapon Switching Schematic as Well as Instantiating the weapon if (Input.GetButtonDown("Weapon_Switch_R")) { if (!w1) { _blade = false; _wand = false; x.SetActive(false); PlayerUIManager.Equiped_Weapon = PlayerUIManager.weapon1; // x= Instantiate (PauseMenu.WDB.Get (PlayerUIManager.Equiped_Weapon.ItemID).Prefab,_Blade.transform.position,_Blade.transform.rotation) as GameObject; Weapon myWeapon = x.AddComponent <Weapon>(); myWeapon.ItemID = PlayerUIManager.Equiped_Weapon.ItemID; myWeapon.Name = PlayerUIManager.Equiped_Weapon.Name; myWeapon.Burden = PlayerUIManager.Equiped_Weapon.Burden; myWeapon.Equipment_Slot = PlayerUIManager.Equiped_Weapon.Equipment_Slot; myWeapon.Min_Damage = PlayerUIManager.Equiped_Weapon.Min_Damage; myWeapon.Durability = PlayerUIManager.Equiped_Weapon.Durability; myWeapon.Max_Durability = PlayerUIManager.Equiped_Weapon.Max_Durability; myWeapon.Value = PlayerUIManager.Equiped_Weapon.Value; myWeapon.Equipment_Element = PlayerUIManager.Equiped_Weapon.Equipment_Element; myWeapon.Equipment_Type = PlayerUIManager.Equiped_Weapon.Equipment_Type; myWeapon.Equipment_Range = PlayerUIManager.Equiped_Weapon.Equipment_Range; Equipment_type = PlayerUIManager.Equiped_Weapon.Equipment_Type; PlayerUIManager.Equipment_Slot = PlayerUIManager.Equiped_Weapon.Equipment_Slot; x.SetActive(true); x.tag = "Weapon"; // x.transform.position = new Vector3 (_Blade.transform.position.x,_Blade.transform.position.y,_Blade.transform.position.z); Debug.Log("R_Wep_"); w1 = true; w2 = false; w3 = false; } } // x.transform.position = new Vector3 (_Blade.transform.position.x,_Blade.transform.position.y,_Blade.transform.position.z); // x.transform.rotation = _Blade.transform.rotation; if (Input.GetButtonDown("Weapon_Switch_M")) { x.SetActive(false); _blade = false; _wand = false; Equipment_type = EQType.None; PlayerUIManager.Equiped_Weapon = PlayerUIManager.weapon3; } if (Input.GetButtonDown("Weapon_Switch_L")) { if (!w2) { x.SetActive(false); _blade = false; _wand = false; PlayerUIManager.Equiped_Weapon = PlayerUIManager.weapon2; // x = Instantiate (PauseMenu.WDB.Get (PlayerUIManager.Equiped_Weapon.ItemID).Prefab,_Blade.transform.position,_Blade.transform.rotation) as GameObject; Weapon myWeapon = x.AddComponent <Weapon>(); myWeapon.ItemID = PlayerUIManager.Equiped_Weapon.ItemID; myWeapon.Name = PlayerUIManager.Equiped_Weapon.Name; myWeapon.Burden = PlayerUIManager.Equiped_Weapon.Burden; myWeapon.Equipment_Slot = PlayerUIManager.Equiped_Weapon.Equipment_Slot; myWeapon.Min_Damage = PlayerUIManager.Equiped_Weapon.Min_Damage; myWeapon.Durability = PlayerUIManager.Equiped_Weapon.Durability; myWeapon.Max_Durability = PlayerUIManager.Equiped_Weapon.Max_Durability; myWeapon.Value = PlayerUIManager.Equiped_Weapon.Value; myWeapon.Equipment_Element = PlayerUIManager.Equiped_Weapon.Equipment_Element; myWeapon.Equipment_Type = PlayerUIManager.Equiped_Weapon.Equipment_Type; myWeapon.Equipment_Range = PlayerUIManager.Equiped_Weapon.Equipment_Range; PlayerUIManager.Equipment_Slot = PlayerUIManager.Equiped_Weapon.Equipment_Slot; PlayerUIManager.WeaponTypes = PlayerUIManager.Equiped_Weapon.Equipment_Type; x.SetActive(true); x.tag = "Weapon"; Debug.Log("L_Wep_"); w1 = false; w3 = false; w2 = true; } } //-------------Animator Variables----------// //Movement Variables _Animator.SetFloat("Move", Input.GetAxis("Vertical")); _Animator.SetFloat("Turn", Input.GetAxis("Horizontal")); _Animator.SetFloat("Jump", Input.GetAxis("Jump")); _Animator.SetBool("Flying", Flying); _Animator.SetBool("OnGround", _IsGrounded); _Animator.SetBool("Awakened", _Awakened); _Animator.SetBool("Blade", _blade); _Animator.SetBool("Wand", _wand); }
void Update() { if (Health < 1) { Respawn(); } // //Weapon Equiping Updates if (AlphaMenu.NewGame) { Equiped_Weapon = weapon1; weapon1 = GameInformation.InventoryWeapons [0]; weapon2 = GameInformation.InventoryWeapons [1]; weapon3 = GameInformation.InventoryWeapons [2]; AlphaMenu.NewGame = false; WeaponTypes = EQType.None; } if (AlphaMenu.HaveLoaded) { Equiped_Weapon = weapon1; weapon1 = GameInformation.InventoryWeapons [0]; weapon2 = GameInformation.InventoryWeapons [1]; weapon3 = GameInformation.InventoryWeapons [2]; AlphaMenu.HaveLoaded = false; WeaponTypes = EQType.None; } //Expertise Functions if (GameInformation.PlayerLevel == 1) { GameInformation.Max_Expertise_Points = 1000; } if (GameInformation.PlayerLevel == 10) { GameInformation.Max_Expertise_Points = 2500; } if (GameInformation.PlayerLevel == 20) { GameInformation.Max_Expertise_Points = 3500; } if (GameInformation.PlayerLevel == 30) { GameInformation.Max_Expertise_Points = 5500; } if (GameInformation.PlayerLevel == 40) { GameInformation.Max_Expertise_Points = 9000; } if (GameInformation.PlayerLevel == 50) { GameInformation.Max_Expertise_Points = 19000; } //Adjusts stats whenever the character levels up or equips items // AdjustStats (); ScaleAdjustment(); switch (WeaponTypes) { case EQType.Axe: Moveset("Axe"); break; case EQType.Blade: Moveset("Blade"); break; case EQType.Cannon: Moveset("Cannon"); break; case EQType.Wand: Moveset("Wand"); break; case EQType.Bullet: Moveset("Bullet"); break; case EQType.Bow: Moveset("Bow"); break; case EQType.ChainBlade: Moveset("ChainBlade"); break; case EQType.Cannon_Spear: Moveset("Cannon_Spear"); break; case EQType.Cards: Moveset("Cards"); break; case EQType.ChainBlade_Talisman: Moveset("ChainBlade_Talisman"); break; case EQType.Claw: Moveset("Claw"); break; case EQType.Dagger: Moveset("Dagger"); break; case EQType.Fan: Moveset("Fan"); break; default: break; } if (AlphaMenu.HaveLoaded) { LoadLocation(); StatAdjustment(); AlphaMenu.HaveLoaded = false; } StoreLocation(); if (Health <= 0) { Respawn(); } }
public void DisplayEquipmentType() { EquipmentType = (EQType)EditorGUILayout.EnumPopup("Equipment Type", EquipmentType); }