public Clue(int number, EnumDir direction, int len, int xPos, int yPos, string text) { Number = number; Direction = direction; Text = text; Len = len; XPos = xPos; YPos = yPos; }
public Bending(Bending previousB) { Orientation = previousB.Orientation; Index = previousB.Index; Direction = previousB.Direction; Angle = previousB.Angle; Radius = previousB.Radius; Length = previousB.Length; }
private bool IsDirectionAdjacent(EnumDir a, EnumDir b) { if (a == EnumDir.CENTER || b == EnumDir.CENTER) { return(false); } int diff = Mathf.Abs((int)(a) - (int)(b)); if (diff == 0 || diff == 1 || diff == 7) { return(true); } else { return(false); } }
// Update is called once per frame void Update() { //UPDATE INPUTS //UPDATE THESE TO AVERAGE OVER MULTIPLE FRAMES float RawHorz = Input.GetAxisRaw("Horizontal"); float RawVert = Input.GetAxisRaw("Vertical"); if (Dead) { Horizontal = 0; Vertical = 0; } else if (NumInputsStored == 0) { Horizontal = RawHorz; Vertical = RawVert; } else { Horizontal = (NumInputsStored * Horizontal + RawHorz) / (NumInputsStored + 1); Vertical = (NumInputsStored * Vertical + RawVert) / (NumInputsStored + 1); } NumInputsStored++; heldJump = Input.GetButton("Jump"); //UPDATE ACTION BASED INPUTS if (Input.GetButtonDown("Jump")) { QueuedAction = EnumAction.JUMP; QueuedActionTime = Time.time; } else if (Input.GetButtonDown("Attack")) { QueuedAction = EnumAction.BASIC_ATTACK; QueuedActionDirection = GetDirection(RawHorz, RawVert); QueuedActionTime = Time.time; } else if (Input.GetButtonDown("Special")) { QueuedAction = EnumAction.SPECIAL_ATTACK; QueuedActionDirection = GetDirection(RawHorz, RawVert); QueuedActionTime = Time.time; } else if (Input.GetButtonDown("Pickup")) { QueuedAction = EnumAction.PICKUP; QueuedActionDirection = GetDirection(RawHorz, RawVert); QueuedActionTime = Time.time; } if (Horizontal > 0 && !GetFacingRight() && rb.velocity.x > 0 && !Attacking) { SetFacingRight(true); } else if (Horizontal < 0 && GetFacingRight() && rb.velocity.x < 0 && !Attacking) { SetFacingRight(false); } if (Horizontal == 0f && (rb.velocity.x < 0.01f && rb.velocity.x > -0.01f)) //player standing still { //set state to idle anim.SetInteger("Accel", 0); } else if (rb.velocity.x * Horizontal > 0) //player is accelerating, { //set state to running anim.SetInteger("Accel", 1); } else //Player is deccelerating { //set state to sliding anim.SetInteger("Accel", -1); } anim.SetBool("Falling", rb.velocity.y < 0); }