Example #1
0
 public void SetAnime(AnimeState anime)
 {
     if (animeState != anime)
     {
         animeState = anime;
         animator.SetInteger("StateNo", (int)animeState);
     }
 }
 public Anime(Issue issue, String title, String description, String bannerPath, AnimeState state)
 {
     _issue = issue;
     _title = title;
     _description = description;
     _bannerPath = bannerPath;
     _state = state;
 }
    void Update()
    {
        Vector3 playerVel     = playerRb.velocity;
        Vector3 horizontalVel = new Vector3(playerVel.x, 0, playerVel.z);

        bool onGround = playerRoot.GetComponent <PlayerController3D>().onGround;

        if (onGround)
        {
            if (horizontalVel.magnitude < 0.01f)
            {
                aState = AnimeState.Idle;
            }
            else
            {
                aState = AnimeState.Run;
            }
        }
        else
        {
            aState = AnimeState.Jump;
        }



        //
        switch (aState)
        {
        case AnimeState.Idle:
            animator.SetBool("Run", false);
            animator.SetBool("Jump", false);
            Debug.Log("Idle");
            break;

        case AnimeState.Run:
            animator.SetBool("Run", true);
            animator.SetBool("Jump", false);
            Debug.Log("Run");
            break;

        case AnimeState.Jump:
            animator.SetBool("Run", false);
            animator.SetBool("Jump", true);
            Debug.Log("Jump");
            break;
        }
    }
Example #4
0
    public override void Apply(DrugState drugState)
    {
        AnimeState state = drugState as AnimeState;

        state.slug.audio.pitch *= 1.1f;
        state.slug.blush.gameObject.SetActive(true);
        state.slug.blush.transform.localScale = new Vector2(1 + state.strength / 100f, 1 + state.strength / 10f);
        if (state.originalEyes == null)
        {
            state.originalEyes     = state.slug.eyes.sprite;
            state.slug.eyes.sprite = eyesSprite;
        }
        if (state.originalMouth == null)
        {
            state.originalMouth     = state.slug.mouth.sprite;
            state.slug.mouth.sprite = mouthSprite;
            DrugState testosterone = state.slug.drugs.Where(d => d.drug.GetType().Name == "Testosterone").FirstOrDefault();
            state.slug.mouth.sprite = testosterone == null ? mouthSprite : (testosterone.drug as Testosterone).frown;
        }
    }
Example #5
0
    public override void FixedUpdate(float delta)
    {
        if (prefab != null)
        {
            prefab.transform.rotation = new Quaternion(0, ((MonsterSyncData)latest).yRot, 0, ((MonsterSyncData)latest).wRot);

            AnimeState state = (AnimeState)((MonsterSyncData)latest).anime;
            if (state == AnimeState.Idle)
            {
                SetIdleAnime();
            }
            else if (state == AnimeState.Walk)
            {
                SetWalkAnime();
            }
            else if (state == AnimeState.Attack)
            {
                SetAttackAnime();
            }
        }
    }
Example #6
0
    public override void FixedUpdate(float delta)
    {
        if (prefab != null && !isPlayer)
        {
            Vector3 latestPos = new Vector3(((HeroSyncData)latest).xPos, prefab.transform.position.y, ((HeroSyncData)latest).zPos);
            prefab.transform.position = Vector3.Lerp(prefab.transform.position, latestPos, delta * 10.0f);
            prefab.transform.rotation = new Quaternion(0, ((HeroSyncData)latest).yRot, 0, ((HeroSyncData)latest).wRot);

            AnimeState state = (AnimeState)((HeroSyncData)latest).anime;
            if (state == AnimeState.Idle)
            {
                SetIdleAnime();
            }
            else if (state == AnimeState.Walk)
            {
                SetWalkAnime();
            }
            else if (state == AnimeState.Attack)
            {
                SetAttackAnime();
            }
        }
    }
Example #7
0
    public override void Overnight(DrugState drugState)
    {
        AnimeState state = drugState as AnimeState;

        state.overnightChange = false;
        if (state.strength >= 5)
        {
            if (!state.slug.wings.gameObject.activeSelf)
            {
                state.overnightChange = true;
            }
            state.slug.wings.gameObject.SetActive(true);
        }
        else if (state.strength == 0)
        {
            state.slug.wings.gameObject.SetActive(false);
            state.slug.blush.gameObject.SetActive(false);
            state.slug.eyes.sprite  = state.originalEyes;
            state.slug.mouth.sprite = state.originalMouth;
        }
        state.slug.audio.pitch = Mathf.Pow(1.1f, state.strength);
        state.slug.blush.transform.localScale = new Vector2(1 + state.strength / 100f, 1 + state.strength / 10f);
    }
Example #8
0
 void Awake()
 {
     AnimationStateMachine = GetComponent <AnimeState>();
     currentState          = ActorState.Idle;
 }
Example #9
0
 protected virtual void generateHitBox(AnimeState attack)
 {
 }
Example #10
0
        /* setAnimator:
         *   manipulates the animator parameters to best fit the current state
         *      Args: AnimeState state: state to transition the animator to
         *      Returns: Nothing
         */
        public void setAnimator(AnimeState state)
        {
            // switch case here for the states; call the methods below
            switch (state)
            {
            case AnimeState.IDLE:
                anime.SetBool("IsGrounded", true);
                anime.SetTrigger("TouchGround");
                break;

            case AnimeState.InAir:
                anime.SetBool("IsGrounded", false);
                break;

            case AnimeState.IsHurt:
                anime.SetBool("IsHurt", true);
                break;

            case AnimeState.ExitHurt:
                anime.SetBool("IsHurt", false);
                break;

            case AnimeState.Dead:
                anime.SetTrigger("Dead");
                break;

            case AnimeState.Jab:
                setJab();
                break;

            case AnimeState.FTilt:
                setFTilt();
                break;

            case AnimeState.UpTilt:
                setUpTilt();
                break;

            case AnimeState.DownTilt:
                setDownTilt();
                break;

            case AnimeState.NAir:
                setNair();
                break;

            case AnimeState.FAir:
                setFair();
                break;

            case AnimeState.BackAir:
                setBair();
                break;

            case AnimeState.UpAir:
                setUpair();
                break;

            case AnimeState.DownAir:
                setDownair();
                break;

            case AnimeState.NeutralB:
                setNeutralB();
                break;

            case AnimeState.SideB:
                setSideB();
                break;

            case AnimeState.UpB:
                setUpB();
                break;

            case AnimeState.DownB:
                setDownB();
                break;

            case AnimeState.ReleaseJab:
                releaseJab();
                break;

            case AnimeState.ReleaseNeutralB:
                releaseNeutralB();
                break;

            case AnimeState.ReleaseSideB:
                releaseSideB();
                break;

            case AnimeState.ReleaseUpB:
                releaseUpB();
                break;

            case AnimeState.ReleaseDownB:
                releaseDownB();
                break;
            }
        }
Example #11
0
        protected override void generateHitBox(AnimeState attack)
        {
            Collider2D[] colliders           = { };
            float        damage              = 0f;
            Vector2      hitDirection        = new Vector2(0, 0);
            bool         hasUniformKnockback = false;
            bool         reflect             = false;
            Vector3      hitLocation         = new Vector3(0, 0, 0);


            // positive x values for away and negative for inwards
            // positive y values for up and negative values for down
            if (attack == AnimeState.Jab)
            {
                damage              = 1.2f;
                hitDirection.x      = 1.5f;
                hitDirection.y      = 0.9f;
                hasUniformKnockback = true;
                hitLocation         = new Vector2(transform.position.x + 0.7f * transform.right.x, transform.position.y);

                //Vector3 v = transform.TransformPoint(0.7f, -0.15f, transform.position.z);
                colliders = Physics2D.OverlapBoxAll(
                    (Vector2)hitLocation,
                    new Vector2(0.5f, 0.5f), 0, enemies);
            }
            else if (attack == AnimeState.FTilt)
            {
                damage         = 7f;
                hitDirection.x = 6f;
                hitDirection.y = 1.5f;
                hitLocation    = new Vector2(transform.position.x + 0.8f * transform.right.x, transform.position.y + 0.1f);

                colliders = Physics2D.OverlapBoxAll(
                    (Vector2)hitLocation,
                    new Vector2(1, 0.9f), 0, enemies);
            }
            else if (attack == AnimeState.UpTilt)
            {
                damage         = 4f;
                hitDirection.x = -0.5f;
                hitDirection.y = 5f;
                hitLocation    = new Vector2(transform.position.x, transform.position.y + 0.5f);

                colliders = Physics2D.OverlapBoxAll(
                    (Vector2)hitLocation,
                    new Vector2(2.3f, 1), 0, enemies);
            }
            else if (attack == AnimeState.DownTilt)
            {
                damage         = 5f;
                hitDirection.x = 0.5f;
                hitDirection.y = 10f;
                hitLocation    = new Vector2(transform.position.x + 0.8f * transform.right.x, transform.position.y - 0.5f);

                colliders = Physics2D.OverlapBoxAll(
                    (Vector2)hitLocation,
                    new Vector2(0.9f, 0.4f), 0, enemies);
            }
            else if (attack == AnimeState.NAir)
            {
                damage         = 3f;
                hitDirection.x = 3f;
                hitDirection.y = 3f;
                hitLocation    = transform.position;
                colliders      = Physics2D.OverlapCircleAll(new Vector2(transform.position.x, transform.position.y), 0.72f, enemies);
            }
            else if (attack == AnimeState.FAir)
            {
                damage         = 6.6f;
                hitDirection.x = 0.7f;
                hitDirection.y = -20f;
                hitLocation    = new Vector2(transform.position.x + transform.right.x * 0.3f, transform.position.y + 0.4f);

                colliders = Physics2D.OverlapCircleAll(
                    (Vector2)hitLocation,
                    0.6f,
                    enemies);
            }
            else if (attack == AnimeState.BackAir)
            {
                damage         = 0f;
                hitDirection.x = 8f;
                hitDirection.y = 1f;

                Vector3 t = transform.TransformPoint(-0.025f, -0.6f, transform.position.z);
                hitLocation = new Vector2(t.x, t.y);


                colliders = Physics2D.OverlapBoxAll((Vector2)hitLocation, transform.TransformVector(0.9f, 0.7f, 1f), 0, enemies);
            }
            else if (attack == AnimeState.UpAir)
            {
                damage         = 3.2f;
                hitDirection.x = 1f;
                hitDirection.y = 5f;

                Vector3 t = transform.TransformPoint(0f, 0.9f, transform.position.z);
                hitLocation = new Vector2(t.x, t.y);

                colliders = Physics2D.OverlapBoxAll((Vector2)hitLocation, transform.TransformVector(0.5f, 1.2f, 1f), 0, enemies);
            }
            else if (attack == AnimeState.DownAir)
            {
                damage         = 9f;
                hitDirection.x = 5f;
                hitDirection.y = 3f;

                Vector3 t = transform.TransformPoint(-0.032f, 0.032f, transform.position.z);
                hitLocation = new Vector2(t.x, t.y);

                colliders = Physics2D.OverlapBoxAll((Vector2)hitLocation, new Vector2(1.188f, 1.188f), 0, enemies);
            }
            else if (attack == AnimeState.NeutralB)
            {
            }
            else if (attack == AnimeState.UpB)
            {
            }
            else if (attack == AnimeState.SideB)
            {
                damage         = 4f;
                hitDirection.x = 6f;
                hitDirection.y = 1f;
                Vector3 t = new Vector3(transform.position.x + 1.1f * transform.right.x, transform.position.y + 0.1f, transform.position.z);
                hitLocation = new Vector2(t.x, t.y);


                colliders = Physics2D.OverlapBoxAll(
                    (Vector2)hitLocation,
                    new Vector2(2.2f, 0.4f), 0, enemies);
            }
            else if (attack == AnimeState.DownB)
            {
                damage         = 2f;
                hitDirection.x = 3f;
                hitDirection.y = 1f;

                hitLocation = transform.position;
                colliders   = Physics2D.OverlapBoxAll(
                    new Vector2(transform.position.x - 0.035f * transform.right.x, transform.position.y + 0.05f),
                    new Vector2(1.8f, 1.7f), 0, enemies);
                reflect = true;
            }

            string name;

            foreach (Collider2D d in colliders)
            {
                //Debug.Log(d.name);
                name = d.name;

                if (!hasCollided(name) && (string.Compare(name, hurtboxName) != 0))
                {
                    if (d.gameObject.layer == 10)
                    {   // if hit box hit another player
                        // calculating the direction of the hit
                        float directionX = d.transform.position.x - transform.position.x;
                        hitDirection.x *= directionX / Mathf.Abs(directionX); // away from the player
                        Attack attackStruct = new Attack(damage, hitDirection, hasUniformKnockback);


                        d.GetComponentInParent <PlayerController>().takeDamage(attackStruct, hitLocation);
                    }
                    else if (d.gameObject.layer == 8)
                    {                                    // if hit box hit a bullet
                        if (reflect && d.gameObject.tag != transform.tag)
                        {                                // if we used DownB and reflected the bullet
                            Vector2 velo = d.gameObject.GetComponent <Rigidbody2D>().velocity;
                            velo.x = velo.x * -1 * 1.1f; // bullet gets faster when reflected
                            d.gameObject.GetComponent <Rigidbody2D>().velocity = velo;
                            d.gameObject.GetComponent <RectBullet>().lifeTime  = 1f;
                            d.gameObject.tag = transform.tag;
                        }
                    }

                    collided.Add(name);
                    Debug.Log(d.name + "asdfasdfasdf:" + collided[0]);
                }
            }
        }