Ejemplo n.º 1
0
    // Use this for initialization
    void Start()
    {
        pos.x = (int)this.transform.position.x;
        pos.y = (int)this.transform.position.y;

        restrictActions = new bool[5];

        for (int i = 0; i < 5; i++)
        {
            restrictActions[i] = false;
        }

        ApplyEquipmentStats();

        MaxSpeed       = BaseSpeed;
        MaxAttackRange = BaseAttackRange;
        MaxStrength    = BaseStrength;
        MaxMagic       = BaseMagic;
        //MaxMana = BaseMana;
        MaxHealth = BaseHealth;
        MaxArmour = BaseArmour;

        ModifiedSpeed       = BaseSpeed;
        ModifiedAttackRange = BaseAttackRange;
        ModifiedStrength    = BaseStrength;
        ModifiedMagic       = BaseMagic;
        ModifiedArmour      = BaseArmour;

        //this.GetComponent<Animator>().Play("CharacterAnimationIdle");
        CurrentAnimState = ANIM_STATE.IDLE;
        UpdateAnimState();
    }
Ejemplo n.º 2
0
    public void UseSkill()
    {
        Debug.Log("Using skill!");
        theSkill.GetComponent <BaseSkills>().DoEffect(this);

        this.CurrentAnimState = ANIM_STATE.STAND_DOWN;
    }
Ejemplo n.º 3
0
    void CheckIfDead()
    {
        if (BaseHealth <= 0)
        {
            //Debug.Log("Died.");

            IsDead           = true;
            CurrentAnimState = ANIM_STATE.DIE;
        }
    }
Ejemplo n.º 4
0
    public void TakeDamage(int damage)
    {
        int damageTaken = (int)Mathf.Clamp(damage - ModifiedArmour, 1.0f, 999.0f);

        BaseHealth -= damageTaken;
        GameObject.Find("DmgIndiManager").GetComponent <dmgDisp>().dispNum(dmgDisp.DISPLAY_TYPE.DAMAGE, damageTaken, transform.position);
        CurrentAnimState = ANIM_STATE.TAKE_DAMAGE;

        UpdateAnimState();

        GameObject go = Instantiate(GameObject.Find("Damage Particle System"), pos, Quaternion.identity) as GameObject;

        go.GetComponent <CleanUp>().enabled = true;

        CheckIfDead();
    }
Ejemplo n.º 5
0
    void Update()
    {
        if (m_CurrAnimState == ANIM_STATE.ANIM_IN)
        {
            Debug.Log("Told to animate in the Logo");

            // show all the children
            ShowHideChildren(true);

            // start the animation
            Animator animator = transform.GetComponent <Animator>();
            animator.CrossFade("Collapse_To_Logo", 0.0f);
            // immediately flag as not animating - the anim is pre-built, is only triggered once, does not need to be updated **** CHANGE!!
            m_CurrAnimState = ANIM_STATE.SOLID_VISIBLE;
            // change state
            // make interactible
            // enable the box collider
        }
    }
Ejemplo n.º 6
0
    // ATTACK->IDLE은 Animation Event로 처리
    // 나머지 State Transition은 Attcker와 Health에서 호출
    public void ChangeAnimState(int state)
    {
        if (ANIMSTATE == (ANIM_STATE)state) // 무한 트리거 방지.
        {
            return;
        }

        if ((ANIM_STATE)state == ANIM_STATE.DEAD)
        {
            attacker.enabled = false;
        }

        ANIMSTATE = (ANIM_STATE)state;

        animator.SetInteger("AnimState", state);
        animator.SetTrigger("AnimTrigger");


        if (state == (int)ANIM_STATE.DEAD)
        {
            Destroy(gameObject, 3f);
        }
    }
Ejemplo n.º 7
0
    void UpdateAnimState()
    {
        if (this.GetComponent <AnimationEnd>().b_AnimationEnded&& CurrentAnimState != ANIM_STATE.IDLE)
        {
            if (this.CurrentAnimState == ANIM_STATE.DIE)
            {
                this.CurrentAnimState = ANIM_STATE.DEAD;
                if (IsEnemy)
                {
                    this.GetComponent <FSMBase>().enabled = false;
                    GameObject.Find("EnemyTeamManager").GetComponent <teamManager>().popPlayer(this.gameObject);
                }

                this.GetComponent <Pathfinder>().enabled = false;
                if (!IsEnemy)
                {
                    this.GetComponent <BoxCollider2D>().enabled = false;
                }
                this.enabled = false;
                GameObject.Find("friendlyTeamManager").GetComponent <teamManager>().popPlayer(this.gameObject);

                this.GetComponent <CharacterFadeOut>().StartFade = true;
            }
            else
            {
                this.CurrentAnimState = ANIM_STATE.IDLE;
            }
            //Debug.Log(this.name + ": Reset anim.");
        }


        switch (CurrentAnimState)
        {
        case ANIM_STATE.IDLE:
            this.GetComponent <Animator>().Play("Idle");
            break;

        case ANIM_STATE.MOVE_DOWN:
            this.GetComponent <Animator>().Play("MoveDown");
            break;

        case ANIM_STATE.MOVE_LEFT:
            this.GetComponent <Animator>().Play("MoveLeft");
            break;

        case ANIM_STATE.MOVE_RIGHT:
            this.GetComponent <Animator>().Play("MoveRight");
            break;

        case ANIM_STATE.MOVE_UP:
            this.GetComponent <Animator>().Play("MoveUp");
            break;

        case ANIM_STATE.ATTACK_DOWN:
            this.GetComponent <Animator>().Play("AttackDown");
            break;

        case ANIM_STATE.ATTACK_LEFT:
            this.GetComponent <Animator>().Play("AttackLeft");
            break;

        case ANIM_STATE.ATTACK_RIGHT:
            this.GetComponent <Animator>().Play("AttackRight");
            break;

        case ANIM_STATE.ATTACK_UP:
            this.GetComponent <Animator>().Play("AttackUp");
            break;

        case ANIM_STATE.STAND_DOWN:
            this.GetComponent <Animator>().Play("Stand");
            break;

        case ANIM_STATE.STAND_LEFT:
            this.GetComponent <Animator>().Play("Stand");
            break;

        case ANIM_STATE.STAND_RIGHT:
            this.GetComponent <Animator>().Play("Stand");
            break;

        case ANIM_STATE.STAND_UP:
            this.GetComponent <Animator>().Play("Stand");
            break;

        case ANIM_STATE.DIE:
            this.GetComponent <Animator>().Play("Die");
            break;

        case ANIM_STATE.DEAD:
            this.GetComponent <Animator>().Play("Dead");
            break;

        case ANIM_STATE.TAKE_DAMAGE:
            this.GetComponent <Animator>().Play("TakeDamage");
            break;
        }
    }
Ejemplo n.º 8
0
 public void SetAnimationState(ANIM_STATE animState)
 {
     m_CurrAnimState = animState;
     Debug.Log("Animation state set on logo: " + animState);
 }
Ejemplo n.º 9
0
 // By default, the object becomes hidden
 private void SetDefaultState()
 {
     m_CurrAnimState = ANIM_STATE.HIDDEN;
     // hide children
     //ShowHideChildren(false);
 }
Ejemplo n.º 10
0
 private void Start()
 {
     ANIMSTATE = ANIM_STATE.IDLE;
     animator  = GetComponent <Animator>();
     attacker  = GetComponent <Attacker>();
 }
Ejemplo n.º 11
0
 public void SetState(ANIM_STATE s)
 {
     state |= 1 << (int)s;
 }
Ejemplo n.º 12
0
 public bool IsPlayAnim(ANIM_STATE s)
 {
     return((state & (1 << (int)s)) > 0);
 }