Ejemplo n.º 1
0
    /******equipment setters******/
    public void SetHeadEquip(S_Wardrobe headp)
    {
        headEquipped = headp;

        //set other head styles inactive
        if (otherHeads != null)
        {
            foreach (object obj in otherHeads.transform)
            {
                Transform child = (Transform)obj;
                child.gameObject.SetActive(false);
            }
        }
        //set selected head style active
        switch (headEquipped)
        {
        case S_Wardrobe.HEADP_DEFAULT:
            Head = transform.Find("Head/Hair").gameObject;
            break;

        case S_Wardrobe.HEADP_HOOD:
            Head = transform.Find("Head/Hood").gameObject;
            break;

        case S_Wardrobe.HEADP_HAT:
            Head = transform.Find("Head/Armour1").gameObject;
            break;

        case S_Wardrobe.HEADP_CHAIN:
            Head = transform.Find("Head/Armour2").gameObject;
            break;

        case S_Wardrobe.HEADP_PLATE:
            Head = transform.Find("Head/Armour3").gameObject;
            break;
        }
        if (headEquipped != S_Wardrobe.HEADP_NULL)
        {
            Head.SetActive(true);
            HeadAnim = Head.GetComponent <Animator>();
            HeadAnim.SetBool(attackStyle.ToString(), attackPlaceHolder);
        }
    }
Ejemplo n.º 2
0
    private void ChangeAttackName(AttackStyle attackStyle, AttackType attackType)
    {
        currentAttackName = (Controller.OnGround()) ?
                            ((attackType == AttackType.Primary) ? lightAttackName : heavyAttackName) :
                            ((attackType == AttackType.Primary) ? aerialLightAttackName : aerialHeavyAttackName);

        string currentStyleName = "Style";

        currentStyleName = attackStyle.ToString() + " " + currentStyleName;

        currentAttackName = currentAttackName.Replace("Style", currentStyleName) + Controller.AttackIndex;
    }
Ejemplo n.º 3
0
    public void SetWeaponEquip(S_Weapon weapon)
    {
        weaponEquipped = weapon;

        //set other weapons inactive
        if (otherWeapons != null)
        {
            foreach (object obj in otherWeapons.transform)
            {
                Transform child = (Transform)obj;
                child.gameObject.SetActive(false);
            }
        }
        //set selected weapons active
        switch (weaponEquipped)
        {
        case S_Weapon.DAGGER:
            Weapon            = transform.Find("Weapon/Dagger").gameObject;
            attackStyle       = AttackStyle.Slash;
            attackPlaceHolder = Slash;
            break;

        case S_Weapon.RAPIER:
            Weapon            = transform.Find("Weapon/Rapier").gameObject;
            attackStyle       = AttackStyle.Slash;
            attackPlaceHolder = Slash;
            break;

        case S_Weapon.SPEAR:
            Weapon            = transform.Find("Weapon/Spear").gameObject;
            attackStyle       = AttackStyle.Thrust;
            attackPlaceHolder = Thrust;
            break;

        case S_Weapon.LONGSPEAR:
            Weapon            = transform.Find("Weapon/LongSpear").gameObject;
            attackStyle       = AttackStyle.Thrust;
            attackPlaceHolder = Thrust;
            break;

        case S_Weapon.LONGSWORD:
            Weapon            = transform.Find("Weapon/LongSword").gameObject;
            attackStyle       = AttackStyle.Slash;
            attackPlaceHolder = Slash;
            break;

        case S_Weapon.ARROW:
            Weapon            = transform.Find("Weapon/Arrow").gameObject;
            attackStyle       = AttackStyle.Bow;
            attackPlaceHolder = Slash;
            break;

        case S_Weapon.BOW:
            Weapon            = transform.Find("Weapon/Bow").gameObject;
            attackStyle       = AttackStyle.Bow;
            attackPlaceHolder = Slash;
            break;
        }

        Weapon.SetActive(true);
        WeaponAnim = Weapon.GetComponent <Animator>();
        WeaponAnim.SetBool(attackStyle.ToString(), attackPlaceHolder);
    }