Beispiel #1
0
 void customVariableInvoke(GameObject info, string name, variableData variable)
 {
     if (name != "")
     {
         info.SendMessage(name, variable);
     }
 }
Beispiel #2
0
 public void ControllerFour(variableData _var)
 {
     if (_var.state.controllerVariables[0] == button.pressed)
     {
         obj.playerExists[3] = true;
     }
     else if (_var.state.controllerVariables[1] == button.pressed)
     {
         obj.playerExists[3] = false;
     }
 }
Beispiel #3
0
    void dodge(variableData _var)
    {
        float stickVel = -_var.state.ThumbStickLeft.inputs.x;

        if (playerController.isOnGround && !(playerController.stat == status.death || playerController.stat == status.deathAnim))
        {
            if (cooldown <= 0)
            {
                if (GetComponent <Rigidbody2D>().velocity.x > -playerController.MaxSpeed && stickVel < 0)
                {
                    intoWall = false;
                    playerController.playSound(4, 1, 6);
                    //anim.SetInteger("State", 4);
                    GetComponent <Rigidbody2D>().AddForce(new Vector2(-playerController.Acceleration, 0.0f));
                    Debug.Log("Moving Right");
                    direction        = 1;
                    cooldown         = 2.0f;
                    duration         = 1.5f;
                    destitation      = new Vector2((transform.position.x + 10), transform.position.y);
                    originalDistance = Vector2.Distance(transform.position, destitation);
                    playerController.movementPause = true;
                    isDogding    = true;
                    isInvincible = true;
                }
                else if (GetComponent <Rigidbody2D>().velocity.x < playerController.MaxSpeed && stickVel > 0)
                {
                    intoWall = false;
                    playerController.playSound(4, 1, 1);
                    //anim.SetInteger("State", 4);
                    GetComponent <Rigidbody2D>().AddForce(new Vector2(playerController.Acceleration, 0.0f));
                    Debug.Log("Moving Left");
                    direction        = -1;
                    cooldown         = 2.0f;
                    duration         = 1.5f;
                    destitation      = new Vector2((transform.position.x - 10), transform.position.y);
                    originalDistance = Vector2.Distance(transform.position, destitation);
                    playerController.movementPause = true;
                    isDogding    = true;
                    isInvincible = true;
                }
            }
        }
        //StartCoroutine(StartCountdown());
    }
Beispiel #4
0
    //====================================================

    void inputs(variableData variable)
    {
        float tempAxis = variable.state.ThumbStickLeft.inputs.x;

        if (!movementPause)
        {
            if (Mathf.Abs(tempAxis) < 0.9f)
            {
                if (tempAxis < 0)
                {
                    if (GetComponent <Rigidbody2D>().velocity.x > -this.MaxSpeed)
                    {
                        if (isOnGround)
                        {
                            anim.StopPlayback();
                            //anim.SetInteger("State", 2);
                            anim.Play("WalkingARMS", 0);
                            stat = status.walking;
                        }
                        GetComponent <SpriteRenderer>().flipX = true;
                        facingRight = false;
                        GetComponent <Rigidbody2D>().AddForce(new Vector2(-this.Acceleration, 0.0f));
                    }
                }
                else
                {
                    if (GetComponent <Rigidbody2D>().velocity.x < this.MaxSpeed)
                    {
                        if (isOnGround)
                        {
                            anim.StopPlayback();
                            //anim.SetInteger("State", 2);
                            anim.Play("WalkingARMS", 0);
                            stat = status.walking;
                        }
                        GetComponent <SpriteRenderer>().flipX = false;
                        facingRight = true;
                        GetComponent <Rigidbody2D>().AddForce(new Vector2(this.Acceleration, 0.0f));
                    }
                }
            }
            else
            {
                if (tempAxis < 0)
                {
                    if (GetComponent <Rigidbody2D>().velocity.x > -this.MaxSpeed * sprintSpeedModifier)
                    {
                        if (isOnGround)
                        {
                            anim.StopPlayback();
                            //anim.SetInteger("State", 2);
                            anim.Play("RunningARMS", 0);
                            stat = status.running;
                        }
                        GetComponent <SpriteRenderer>().flipX = true;
                        facingRight = false;
                        GetComponent <Rigidbody2D>().AddForce(new Vector2(-this.Acceleration * sprintSpeedModifier, 0.0f));
                    }
                }
                else
                {
                    if (GetComponent <Rigidbody2D>().velocity.x < this.MaxSpeed * sprintSpeedModifier)
                    {
                        if (isOnGround)
                        {
                            anim.StopPlayback();
                            //anim.SetInteger("State", 2);
                            anim.Play("RunningARMS", 0);
                            stat = status.running;
                        }
                        GetComponent <SpriteRenderer>().flipX = false;
                        facingRight = true;
                        GetComponent <Rigidbody2D>().AddForce(new Vector2(this.Acceleration * sprintSpeedModifier, 0.0f));
                    }
                }
            }
            horizontal = true;
        }
    }
Beispiel #5
0
 void grabTrigger(variableData _var)
 {
     trigger = _var.state.TriggerRight.input;
 }
Beispiel #6
0
 void grabInputs(variableData _var)
 {
     inputs = _var.state.ThumbStickRight.inputs;
     //trigger = _var.state.TriggerRight.input;
     //inputs.y = -inputs.y;
 }