Ejemplo n.º 1
0
    // Update is called once per frame
    void Update()
    {
        if (!b.isAvailable)
        {
            GetComponent <Image>().sprite = cadenasSprite;
            canvasGroup.alpha             = 0.5f;
            cooldownBar.GetComponent <CanvasGroup>().alpha = 0;
        }
        else
        {
            GetComponent <Image>().sprite = spr;
            cooldownBar.GetComponent <CanvasGroup>().alpha = 1;
            if (cooldown.cooldownStarted)
            {
                b.isClickacble    = false;
                canvasGroup.alpha = 0.5f;
            }
            else
            {
                canvasGroup.alpha = 1;
                b.isClickacble    = true;
            }
        }

        if (animationStart && frame <= 5)
        {
            frame++;
            float spd = -(1.1f / 50) * frame;
            GetComponent <RectTransform>().sizeDelta = baseSize * (spd + 1);
        }

        b.isAvailable = b.CheckUnlock();
    }
Ejemplo n.º 2
0
    void updateSwapAttack()
    {
        float cooldown_progress = (Time.time - swap_attack_cooldown_start) / swap_attack_cooldown;

        swap_attack_cooldown_bar.GetComponent <CooldownBar>().setProgress(Mathf.Min(cooldown_progress, 1f));

        if ((!Input.GetKey(SWAP_ATTACK_KEY) && !GamePadInput.S.leftBumperPressed(player)) ||
            cooldown_progress < 1.0f || fire_bullet_vector == Vector2.zero)
        {
            return;
        }

        GameObject new_swap_attack = Instantiate(swap_attack_prefab) as GameObject;

        new_swap_attack.GetComponent <SwapAttack>().source_player_id = this.GetComponent <PlayerManager>().player_id;
        new_swap_attack.GetComponent <SwapAttack>().movement_vector  = fire_bullet_vector;
        new_swap_attack.transform.position = this.transform.position;
        new_swap_attack.GetComponent <SwapAttack>().bullet_team = this.GetComponent <PlayerManager>().Team;
        swap_attack_cooldown_start = Time.time;
    }