Ejemplo n.º 1
0
    // Update is called once per frame
    void Update()
    {
        // Update timers
        m_AttackTimer -= Time.deltaTime;

        // Update combo
        m_ComboTracker.Update(Time.deltaTime);

        if (!m_Controller.isAttacking && m_AttackTimer < 0)
        {
            //m_Attack = 0;
            m_AttackType = AttackType.None;
        }

        bool triggerDown = false;

        if (IsAlive())
        {
            // Gather input
            if (!m_Controller.IsImmobilized())
            {
                m_Controller.SetInputVecX(Input.GetAxis("Horizontal"));
                m_Controller.SetInputVecY(Input.GetAxis("Vertical"));
            }
            else
            {
                m_Controller.SetInputVec(0, 0);
            }
            m_InputCameraVec.x = Input.GetAxis("RstickX");
            m_InputCameraVec.y = Input.GetAxis("RstickY");
            if ((m_Controller.IsGrounded() || !m_Controller.hasDoubleJumped || m_Controller.IsWalledL() || m_Controller.IsWalledR()))             // TODO: Move to CharController maybe
            {
                m_Controller.inputJump = Input.GetButtonDown("Jump") ? true : m_Controller.inputJump;
            }
            triggerDown               = Input.GetAxis("Trigger") < -0.25f;
            m_Controller.inputDodge   = (triggerDown && !m_WasTriggerDown) || Input.GetButtonDown("Dodge") ? true : m_Controller.inputDodge;
            m_Controller.inputAttackL = Input.GetButtonDown("Fire1") ? true : m_Controller.inputAttackL;
            m_Controller.inputAttackH = Input.GetButtonDown("Fire2") ? true : m_Controller.inputAttackH;

            bool inputUp    = Input.GetAxis("Vertical") > 0.5;
            bool inputDown  = Input.GetAxis("Vertical") < -0.5;
            bool inputRight = Input.GetAxis("Horizontal") > 0.5;
            bool inputLeft  = Input.GetAxis("Horizontal") < -0.5;

            if (inputUp && !m_InputUpPrev)
            {
                m_ComboTracker.StackInput(CombatInput.Up);
            }
            if (inputDown && !m_InputDownPrev)
            {
                m_ComboTracker.StackInput(CombatInput.Down);
            }
            if (inputRight && !m_InputRightPrev)
            {
                m_ComboTracker.StackInput(CombatInput.Right);
            }
            if (inputLeft && !m_InputLeftPrev)
            {
                m_ComboTracker.StackInput(CombatInput.Left);
            }

            m_InputUpPrev    = inputUp;
            m_InputDownPrev  = inputDown;
            m_InputRightPrev = inputRight;
            m_InputLeftPrev  = inputLeft;

            // Update mashing speed
            if (Input.GetButtonDown("Fire1") && m_Controller.isAttacking)
            {
                m_MashSpeed = Mathf.Lerp(m_MashSpeed, 5, .25f);
            }
            else if (m_Controller.isAttacking)
            {
                m_MashSpeed = Mathf.Lerp(m_MashSpeed, 1, Time.deltaTime / m_MashDecay);
            }
            else
            {
                m_MashSpeed = 1;
            }
        }

        // Update sprite facing direction
        m_Renderer.flipX = !m_Controller.IsFacingRight();

        m_WasTriggerDown = triggerDown;
    }
Ejemplo n.º 2
0
    void Update()
    {
        m_ThinkTimer -= Time.deltaTime;
        if (m_ThinkTimer <= 0 && IsAlive() && !m_Controller.IsImmobilized())
        {
            Think();
            m_ThinkTimer = m_ThinkInterval;
        }

        // Knockdown recovery
        if (IsAlive() && m_Controller.isFalling)
        {
            if (m_Controller.IsGrounded())
            {
                m_KnockdownTimer -= Time.deltaTime;
            }
            else
            {
                m_KnockdownTimer = m_KnockdownDuration;
            }

            if (m_KnockdownTimer <= 0)
            {
                // Recover
                m_Controller.isFalling = false;
                m_Tile.Flash(new Color(1, 1, 0, 0.15f), 0.25f);
            }
        }

        // Movement / attacking
        if (m_Target && IsAlive() && !m_Controller.IsImmobilized() && !m_Controller.isAttacking)
        {
            // Can attack check
            if (m_AttackTimer <= 0 && Vector3.Distance(transform.position, m_Target.transform.position) < m_StoppingDistance)
            {
                Attack();
            }
            else
            {
                m_AttackTimer -= Time.deltaTime;

                // Anticipate target position
                var anticipator = m_Target.GetComponent <PositionAnticipator>();
                //var anticipatedPosition = anticipator ? anticipator.GetAnticipatiedPosition() : m_Target.position;
                var anticipatedPosition = m_Target.transform.position;

                float xDist = anticipatedPosition.x - transform.position.x;

                // Don't continuously run into a wall like an idiot
                if (xDist < 0 && m_Controller.IsWalledL() || xDist > 0 && m_Controller.IsWalledR())
                {
                    xDist = 0;
                }

                bool aboveTarget = transform.position.y > anticipatedPosition.y + 0.1f;

                if (Mathf.Abs(xDist) > m_StoppingDistance)
                {
                    // I would like to move towards my target
                    if (xDist < 0 && m_Controller.IsGroundedL() ||
                        xDist > 0 && m_Controller.IsGroundedR() ||
                        aboveTarget && m_OnEdgeAbove == EdgeBehaviour.Cross ||
                        !aboveTarget && m_OnEdgeBelow == EdgeBehaviour.Cross
                        )                 // Edge cross check
                    {
                        m_Controller.SetInputVecX(xDist);
                    }
                    else
                    {
                        if (aboveTarget && m_OnEdgeAbove == EdgeBehaviour.Stop ||
                            !aboveTarget && m_OnEdgeBelow == EdgeBehaviour.Stop
                            )                     // Edge stop check
                        {
                            m_Controller.SetInputVecX(0);
                        }
                        else if (aboveTarget && m_OnEdgeAbove == EdgeBehaviour.Jump ||
                                 !aboveTarget && m_OnEdgeBelow == EdgeBehaviour.Jump
                                 )                // Edge jump check
                        {
                            m_Controller.SetInputVecX(xDist);
                            if (m_Controller.IsGrounded())                             // TODO: Move to CharController maybe
                            {
                                m_Controller.inputJump = true;
                            }
                        }
                    }
                }
                else
                {
                    m_Controller.SetInputVecX(0);
                }
            }
        }

        // Update sprite facing direction
        if (IsAlive() && !m_Controller.isFalling)
        {
            m_Renderer.flipX = m_Controller.IsFacingRight();
        }
    }