private void Awake() { chaseState = new ChaseState(this); alertState = new AlertState(this); patrolState = new PatrolState(this); aim = GetComponent<Aim>(); autoFire = GetComponent<AutoFire>(); }
public virtual void Draw() { Vector3 direction = Vector3.Zero; if (Input.Global.GetKeyDown(Keys.Left)) { direction += Vector3.Left; } if (Input.Global.GetKeyDown(Keys.Up)) { direction += Vector3.Up; } if (Input.Global.GetKeyDown(Keys.Right)) { direction += Vector3.Right; } if (Input.Global.GetKeyDown(Keys.Down)) { direction += Vector3.Down; } direction.Normalize(); float speed = Speed; if (Input.Global.GetKeyDown(Keys.ShiftKey)) { speed = SlowSpeed; } OnMove(Position, direction * speed); Position += direction * Time.DeltaTimeSeconds * speed; Position = STG.Math.Box(Position, Width / 2, Height / 2); Matrix mat = Matrix.Translation(Position); Resource.device.SetTransform(TransformState.World, mat); DrawSprite(); bullets.FrameUpdate(); if (AutoFire != null) { AutoFire.Enable = Input.Global.GetKeyDown(Keys.Z); AutoFire.FrameUpdate(); } }
private void FrenzyMagicEffect() { //debugGUIText.text = "Frenzy"; player = GameObject.FindWithTag("Player"); autoFire = player.GetComponentInChildren<AutoFire>(); originalDamagePerSecond = autoFire.damagePerSecond; autoFire.damagePerSecond *= 2; //Invoke("DisableFrenzyMagicEffect", 4f); }
private void DisableFrenzyMagicEffect() { player = GameObject.FindWithTag("Player"); autoFire = player.GetComponentInChildren<AutoFire>(); autoFire.damagePerSecond = originalDamagePerSecond; }