// Update is called once per frame void Update() { if (!isLocalPlayer) { return; } currentState.Update(); }
// Update is called once per frame void Update() { currentState.Update(); horizontalInput = Input.GetAxis("Horizontal"); if (horizontalInput != 0) { GetComponent <SpriteRenderer>().flipX = horizontalInput < 0; } var amt = 4; if (!(currentState is SwingingState)) { // Return to normal rotation // var curAngle = this.transform.rotation.eulerAngles.z; // if(curAngle != 0){ // var newAngle = curAngle + ((curAngle > 0) ? -amt : amt); // newAngle = (curAngle > 0) ? Mathf.Floor(newAngle) : Mathf.Ceil(newAngle); // if(curAngle > 0 && newAngle < 0 || curAngle < 0 && newAngle > 0){ // newAngle = 0; // } this.transform.rotation = Quaternion.Euler(0, 0, 0); // } } }
private void Update() { //state Update currentState.Update(); cc.Move(move * Time.deltaTime); }
/// <summary> /// updates the player should make every frame /// </summary> void Update() { staminaPercentage = new Vector3(stamina / 100, 1, 1); StaminaBar.rectTransform.localScale = staminaPercentage; stamina = Mathf.Clamp(stamina, 0, 100); healthPercentage = new Vector3(Health / 100, 1, 1); HPBar.rectTransform.localScale = healthPercentage; Health = Mathf.Clamp(Health, 0, 100); if (state != null) { PlayerState newState = state.Update(); SwitchPlayerState(newState); } if (stamina < 100) { StaminaRegen(); } dodgeCooldown -= Time.deltaTime; if (didAction == true) { lastAction += Time.deltaTime; } }
void Update() { if (!frozen) { currentState.Update(); } }
public void Update() { var cam = entity.scene.camera; if (transform.position.X > cam.transform.position.X + cam.bounds.width / 2) { RegularStateMachine = new DeadDeadNotGoodState(); } var nextStateMachine = RegularStateMachine.Update(this); var nextSpeedMachine = SpeedState.Update(this); if (nextStateMachine != RegularStateMachine) { RegularStateMachine.End(this); RegularStateMachine = nextStateMachine; RegularStateMachine.Begin(this); } if (Input.IsStopping()) { SpeedState.AnimationFpsModifier = 0.33f; SpeedState.VelocityModifier = 0.33f; } else if (Input.IsStopping()) { SpeedState.AnimationFpsModifier = 1f; SpeedState.VelocityModifier = 1f; } }
void Update() { if (!gameEnd) { state.Update(); } }
public void FixedUpdate() { playerController.Update(); // pass player controller currentState.HandleInput(playerController); currentState.Update(); }
void Update() { currentPlayerState.Update(this); healthBar.SetHealth(health); if (health <= 0) { SceneManager.LoadScene("MainMenu"); } }
static int Update(IntPtr L) { LuaScriptMgr.CheckArgsCount(L, 2); PlayerState obj = (PlayerState)LuaScriptMgr.GetNetObjectSelf(L, 1, "PlayerState"); IM.Number arg0 = (IM.Number)LuaScriptMgr.GetNetObject(L, 2, typeof(IM.Number)); obj.Update(arg0); return(0); }
// Update is called once per frame /// <summary> /// this function is called every frame and runs the player state logic /// </summary> void Update() { //print(playerState); if (playerState != null) { PlayerState newState = playerState.Update(); SwitchPlayerState(newState); } }
public void Update(double dt) { StateChangeCheck(); if (player.Controller.NeedJump()) { current.Jump(); } current.Update(dt); current.AddTime(dt); }
// Update is called once per frame void Update() { currentState.Update(this); AnyStateUpdate(); //Debug.Log(currentState); //Debug.Log(actualWeapon); //Debug.Log("Gliding: " + gliding); //Debug.Log(readyToGlind); //Debug.Log(onGround); }
void Update() { PlayerState nextState = currentState.Update(); if (nextState != currentState) { currentState.Finish(); currentState = nextState; nextState.Start(); } correctCameraRotation(); }
void Update() { if (curState != null) { PlayerStateEnum nextState = curState.Update(); if (nextState != curState.state) { curState.Exit(); curState = GetState(nextState); curState.Enter(); } } }
// Update is called once per frame void FixedUpdate() { //base.FixedUpdate(); //Debug.Log(state); PlayerState returnState = state.Update(this); if (returnState != null) { state = returnState; state.Enter(this); } }
void Update() { LookAround(); PlayerState newState = playerState.Update(); SwitchPlayerState(newState); if (Input.GetButtonDown("Ability")) { UseAbility(); } ManaRegen(); }
// Update is called once per frame void Update() { if (Input.GetButtonDown("Heal")) { Heal(); } //text.text = "Attack1 Charges: " + (int) attack1Charges + " " + "Attack2 Charges: " + (int) attack2Charges + " " + "Dash Charges: " + (int) dashCharges; // Debug.Log (text.text); //register all the inputs that need to be dynamically tracked //movement key inputs movementInput = new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical")); //mouse position Ray camRay = playerCamera.ScreenPointToRay(Input.mousePosition); RaycastHit floorHit; if (Physics.Raycast(camRay, out floorHit, playerCamera.farClipPlane, LayerMask.GetMask("MouseRaycast"))) { Vector3 p2m = floorHit.point - transform.position; p2m.y = 0f; playerToMouse = p2m.normalized; } //Animate currentState.Animate(); //carry out state-specific orders currentState.Update(); if (stateEnded) { if (nextState == null) { this.nextState = currentState.HandleInput(); } stateEnded = false; } if (this.GetComponent <Health>().currentHealth <= 0) { this.currentState.Exit(); LoadOnClick.StaticLoadSceneByName("MainMenu"); } }
private void Update() { if (respawnFreeze || gameManager.gameState == GameManager.GameState.cutscene) { return; } CoyoteJumpTimer(); returnedState = currentState.Update(this, Time.deltaTime); if (returnedState != null) { StateSwap(); } ChooseColor(); }
public void Update(GameTime time) { var newState = current_state.Update(time); // Transision states if needed if (next_state != null) { newState = next_state; next_state = null; } if (newState != null) { current_state.OnExit(); newState.OnEnter(); current_state = newState; } }
void Update() { changedState = false; input.GetInput(); PlayerState newState1 = state.HandleInput(this, input); PlayerState newState2 = state.Update(this, input); if (newState1 != null && !changedState) { changedState = true; state = newState1; state.StateEnter(this); } else if (newState2 != null && !changedState) { changedState = true; state = newState2; state.StateEnter(this); } }
void FixedUpdate() { if (Input.GetKeyDown("1")) { SetState(0); } else if (Input.GetKeyDown("2")) { SetState(1); } else if (Input.GetKeyDown("3")) { SetState(2); } else if (Input.GetKeyDown("4")) { SetState(3); } _currentState.Update(); }
void Update() { currentState.Update(this); grounded = isGrounded(); Vector3 horizontalRayPosition = transform.position; horizontalRayPosition.y += 0.75f; RaycastHit horizontalHit; if (Physics.Raycast(horizontalRayPosition, transform.forward, out horizontalHit, 1.0f, LayerMask.GetMask("Ground"))) { Debug.DrawRay(horizontalRayPosition, transform.forward, Color.red); } else { Debug.DrawRay(horizontalRayPosition, transform.forward, Color.green); } Vector3 verticalRayPosition = transform.position; verticalRayPosition += transform.forward; verticalRayPosition.y += 1.0f; RaycastHit verticalHit; if (Physics.Raycast(verticalRayPosition, -transform.up, out verticalHit, 1.0f, LayerMask.GetMask("Ground"))) { Debug.DrawRay(verticalRayPosition, -transform.up, Color.red); } else { Debug.DrawRay(verticalRayPosition, -transform.up, Color.blue); } }
private void Update() { UpdateDirection(); state.Update(); }
void Update() { currentState.Update(this); }
private void Update() { _state?.Update(); }
void Update() { currentState.Update(); }
protected override void Update(GameTime gameTime) { //Reject code from input if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } if (Keyboard.GetState().IsKeyDown(Keys.Space)) { projectile.Spawn(ship.GetPlayer(), Allobject, gameTime); } if (Keyboard.GetState().IsKeyDown(Keys.U)) { ship.CU(); } //Checks if ship is dead if (ship.Dead() && onetime) { keepPlaying = ship.keepPlaying; onetime = false; ship.lose(playerName); this.Exit(); } newState = Mouse.GetState(); //CHECKS COLLISON with player for (int i = 1; i < Allobject.Count; i++) { Allobject[0].SAFCCollision(Allobject[i]); } ship.Update(gameTime); //Checks if projectile did a thing for (int i = 1; i < Allobject.Count; i++) { for (int j = 0; j < Allobject.Count; j++) { Allobject[i].SAFCCollision(Allobject[j]); } } //Deletes stuff for (int i = 0; i < Allobject.Count; i++) { if ((Allobject[i].hit == true || Allobject[i].health <= 0)) { if (Allobject[i] is Player) { continue; } if (Allobject[i] is Asteroid) { ship.GetPlayer().score += 10; ship.GetPlayer().money += 10; asteroid.SpawnCheck(Allobject[i] as Asteroid, Allobject); } Allobject.RemoveAt(i); } } //CHECKS size of astriod //updates code for (int i = 0; i < Allobject.Count; i++) { Allobject[i].Update(gameTime); //LOOPS ALL OBJS if (Allobject[i].position.X > ScreenX + ScreenOffSet) { Allobject[i].position.X = -ScreenOffSet; } else if (Allobject[i].position.X < -ScreenOffSet) { Allobject[i].position.X = ScreenX + ScreenOffSet; } if (Allobject[i].position.Y > ScreenY + ScreenOffSet) { Allobject[i].position.Y = -ScreenOffSet; } else if (Allobject[i].position.Y < -ScreenOffSet) { Allobject[i].position.Y = ScreenY + ScreenOffSet; } } int count = 0; for (int i = 1; i < Allobject.Count; i++)//spawn more asteroids when there is none left { if (Allobject[i] is Asteroid) { count++; } } if (count == 0) { for (int i = 0; i < 15; i++) { asteroid.Spawn(); //spawn Asteroids } foreach (var obj in asteroid.GetSprite()) { Allobject.Add(obj); } } base.Update(gameTime); }
// Update is called once per frame public void Update() { playerState.Update(); }
public void Update(GameTime gameTime) { state.Update(gameTime); }