Ejemplo n.º 1
0
    private void PrimeTricks()
    {
        //For every trick listed in the inspector
        for (int i = 0; i < tricks.Count; i++)
        {
            //Assign that given trick to "trick".
            Trick trick = tricks[i];

            //Wait and listen for that trick to be completed.
            trick.onInputted.AddListener(() =>
            {
                //When a trick is fully inputted, we want to do these things.

                //skip = true;

                if (performedTrick != null)
                {
                    if (trick.inputs.Count > performedTrick.inputs.Count)
                    {
                        //Save that trick for later use.
                        performedTrickStep = trick.trickStep;
                        performedTrick     = trick;
                    }
                }
                else
                {
                    performedTrickStep = trick.trickStep;
                    performedTrick     = trick;
                }
            });
        }
    }
Ejemplo n.º 2
0
    //A method that activates a given trick
    public void TrickStep(TrickStep trickStep)
    {
        currentTrickStep = trickStep;

        if (currentTrickStep.state != PlayerStateManager.PlayerState.Idle && !doingTrick)
        {
            //Change the player's state to that trick.
            stateManager.ActiveState(currentTrickStep.state);
            doingTrick = true;
        }

        if (currentTrickStep.comboMultiplier != 0)
        {
            //Add to the player's multiplier.
            comboManager.newComboValue = currentTrickStep.comboMultiplier;
            comboManager.AddToCombo();
        }
    }
Ejemplo n.º 3
0
    private void Update()
    {
        //Debug.Log("currentTricks.Count = " + currentTricks.Count);

        //If there are any tricks that can possibly be done given the player's recent inputs,
        if (currentTricks.Count > 0)
        {
            currentLeeway += Time.deltaTime;

            //When the time to enter combos runs out,
            if (currentLeeway >= trickLeeway)
            {
                if (lastInput != null)
                {
                    if (performedTrickStep != null)
                    {
                        //Perform the last saved trick.
                        TrickStep(performedTrickStep);
                    }
                    performedTrickStep = null;
                    performedTrick     = null;
                    lastInput          = null;
                }
                ResetTricks();
            }
        }
        else
        {
            currentLeeway = 0;
        }

        //Clear last frame's input.
        TrickInput input = null;

        //This is where we look for input.
        //
        //Currently this does not allow for multiple tricks in the same jump. I don't think we want that.
        if (stateManager.currentState == PlayerStateManager.PlayerState.Airborne)
        {
            if (Input.GetKeyDown(upKey))
            {
                input = new TrickInput(TrickStepType.up);
            }
            if (Input.GetKeyDown(downKey))
            {
                input = new TrickInput(TrickStepType.down);
            }
            if (Input.GetKeyDown(leftKey))
            {
                input = new TrickInput(TrickStepType.left);
            }
            if (Input.GetKeyDown(rightKey))
            {
                input = new TrickInput(TrickStepType.right);
            }
            if (Input.GetKeyDown(spaceKey))
            {
                input = new TrickInput(TrickStepType.touch);
            }
        }

        //If the player did not input anything, exit update for this frame.
        if (input == null)
        {
            return;
        }

        //Store which input the player inputted.
        lastInput = input;

        //Create a list of tricks to remove.
        List <int> remove = new List <int>();

        //For every trick that is currently possible.
        for (int i = 0; i < currentTricks.Count; i++)
        {
            Trick t = tricks[currentTricks[i]];
            //Call the ContinueTrick method and if the input that was given this frame can complete this given trick.
            if (t.ContinueTrick(input))
            {
                //Give the player more time to input more TrickSteps
                currentLeeway = 0;
            }
            else
            {
                //If that input was not valid for a given trick, get ready to remove that trick from the list of possible tricks.
                remove.Add(i);
            }
        }

        //if (skip)
        //{
        //    skip = false;
        //    return;
        //}

        //For every trick that exists
        for (int i = 0; i < tricks.Count; i++)
        {
            //if that trick is already in the currentTricks list, continue the loop
            if (currentTricks.Contains(i))
            {
                continue;
            }
            //if
            if (tricks[i].ContinueTrick(input))
            {
                currentTricks.Add(i);
                currentLeeway = 0;
            }
        }

        //Remove all of the tricks that became invalid from the list of possible tricks.
        foreach (int i in remove)
        {
            if (remove.Count < currentTricks.Count)
            {
                if (i < currentTricks.Count)
                {
                    currentTricks.RemoveAt(i);
                }
            }
        }
    }