Beispiel #1
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetButtonDown("Heal"))
        {
            Heal();
        }
        //text.text = "Attack1 Charges: " + (int) attack1Charges + " " + "Attack2 Charges: " + (int) attack2Charges + " " + "Dash Charges: " + (int) dashCharges;
        //		Debug.Log (text.text);

        //register all the inputs that need to be dynamically tracked
        //movement key inputs
        movementInput = new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical"));
        //mouse position
        Ray        camRay = playerCamera.ScreenPointToRay(Input.mousePosition);
        RaycastHit floorHit;

        if (Physics.Raycast(camRay, out floorHit, playerCamera.farClipPlane, LayerMask.GetMask("MouseRaycast")))
        {
            Vector3 p2m = floorHit.point - transform.position;
            p2m.y         = 0f;
            playerToMouse = p2m.normalized;
        }

        //Animate
        currentState.Animate();

        //carry out state-specific orders
        currentState.Update();


        if (stateEnded)
        {
            if (nextState == null)
            {
                this.nextState = currentState.HandleInput();
            }
            stateEnded = false;
        }

        if (this.GetComponent <Health>().currentHealth <= 0)
        {
            this.currentState.Exit();
            LoadOnClick.StaticLoadSceneByName("MainMenu");
        }
    }
Beispiel #2
0
    public override void FixedUpdate()
    {
        Quaternion change = Quaternion.Euler(0, 179 + bc.gameObject.transform.rotation.eulerAngles.y, 0);

        bc.gameObject.transform.rotation = Quaternion.Slerp(bc.gameObject.transform.rotation, change, Time.deltaTime);
        bc.gameObject.GetComponentInChildren <SpriteRenderer>().color = new Color(1f, 1f, 1f, bc.gameObject.GetComponentInChildren <SpriteRenderer>().color.a * .9f);
        //			Color col = sr.color;
        //			col.a *= .7f;
        //			sr.color = col;

        //			Debug.Log (ec.gameObject.GetComponentInChildren<SpriteRenderer> ().color);

        if (bc.gameObject.transform.rotation.eulerAngles.y > 200)
        {
            LoadOnClick.StaticLoadSceneByName("Credits");
        }
        //dieTimer += Time.deltaTime;
        //if (dieTimer >= dieDuration)
        //{

        //}
    }
Beispiel #3
0
    void FixedUpdate()
    {
        if (panelIndex == canvasGroups.Length)
        {
            LoadOnClick.StaticLoadSceneByName("MainMenu");
        }
        switch (panelState)
        {
        case 0:
            canvasGroups[panelIndex].alpha += Time.deltaTime / panelRiseTime;
            if (canvasGroups[panelIndex].alpha >= 1)
            {
                panelState++;
            }
            break;

        case 1:
            panelStayTimer += Time.deltaTime;
            if (panelStayTimer >= panelStayTime)
            {
                panelState++;
                panelStayTimer = 0;
            }
            break;

        case 2:
            canvasGroups[panelIndex].alpha -= Time.deltaTime / panelFallTime;
            if (canvasGroups[panelIndex].alpha <= 0)
            {
                panelIndex++;
                panelState = 0;
            }
            break;

        default:
            break;
        }
    }