private void ReadAttackInputs() { //if buttons are false if (Input.GetAxisRaw("HeavyAttack") == 0 && Input.GetAxisRaw("LightAttack") == 0) { m_isAxisInUse = false; } //from willy for animation combo if (Input.GetAxisRaw("HeavyAttack") != 0) // HeavyAttack { if (m_isAxisInUse == false) { _LastInput = AttackButton.HeavyAttack; m_isAxisInUse = true; AkSoundEngine.PostEvent(_heavyAttackSound, gameObject); } } else if (Input.GetAxisRaw("LightAttack") != 0) // Light Attack { if (m_isAxisInUse == false) { _LastInput = AttackButton.LightAttack; m_isAxisInUse = true; AkSoundEngine.PostEvent(_lightAttackSound, gameObject); } } if (_LastInput != AttackButton.None && _AnimationIndex == 0) { NextAnimation(); } }
public void Display() { attackButtons.Clear(); for (int i = 0; i < Game.PlayerAttacks.Count; i++) { Button newButton = Instantiate(Base, Base.transform.parent); newButton.gameObject.SetActive(true); AttackButton attackButton = newButton.GetComponent <AttackButton>(); attackButton.TheText.text = Game.PlayerAttacks[i].Name; attackButton.TheAttack = Game.PlayerAttacks[i]; RectTransform rectTransform = newButton.GetComponent <RectTransform>(); rectTransform.anchoredPosition = rectTransform.anchoredPosition + new Vector2(0, -30 * i); attackButtons.Add(rectTransform); } if (attackButtons.Count <= 3) { ScrollDown.interactable = false; ScrollUp.interactable = false; } else { ScrollDown.interactable = true; ScrollUp.interactable = false; } }
private void CreateMagicButtons() { PlayableCharacter currentChar = HeroesToManage[0].GetComponent <CharacterStateMachine>().GetCharacter(); List <BaseAttack> magicAttacksList = currentChar.magicAttacks; int CharMana = currentChar.charStats.currentMagicPoints; if (magicAttacksList.Count > 0) { Button magicButton = CreateButton(m_LanguageManagerInstance.GetTextValue(m_MagicTextKey)); magicButton.onClick.AddListener(() => SwitchToMagicAttacks()); foreach (BaseAttack magicAttack in magicAttacksList) { Button magButton = CreateButton(magicAttacksButton, m_LanguageManagerInstance.GetTextValue(magicAttack.attackName), magicSpacer, false); AttackButton attButton = magButton.transform.parent.GetComponent <AttackButton>(); attButton.magicAttackToPerform = magicAttack; magicButtonsList.Add(magButton); //Controla si se puede realizar la magia if (magicAttack.attackCost > CharMana) { attButton.DeactivateButton(); } else if (attButton.IsDeactivated()) { attButton.ActivateButton(); } } } }
void Awake() { currentHexGrid = defaultHexGrid; player1Camera = defaultPlayer1Camera; player2Camera = defaultPlayer2Camera; cardPanelPlayer1 = defaultCardPanelPlayer1; cardPanelPlayer2 = defaultCardPanelPlayer2; player2Camera.gameObject.SetActive(false); currentCamera = player1Camera; currentPath = new CharacterPath(); currentAttackPath = new CharacterPath(); characters = new List <Character> (); attackMode = false; attackButton = currentHexGrid.GetComponentInChildren <AttackButton> (); currentlySelectedCharacter = null; turnNumber = 1; manaText = currentHexGrid.transform.Find("Hex Map Editor/Mana Text").GetComponent <Text>(); maximumMana1 = 1; maximumMana2 = 1; currentMana1 = maximumMana1; currentMana2 = maximumMana2; characterObjects [0] = GameResources.wolfCharacter.GetComponent <Character>(); characterObjects [1] = GameResources.dragonCharacter.GetComponent <Character>(); cardDeck = currentHexGrid.GetComponentInChildren <Deck> (); }
void Start() { monster = GameObject.Find("Enemy"); monster_behav = monster.GetComponent <Monster_behavior>(); a_button = GameObject.Find("AttackButton"); att = a_button.GetComponent <AttackButton>(); }
private IEnumerator FireProjectile(AttackType _type, AttackButton _btn, float _timer) { yield return(new WaitForSeconds(_timer)); var projectile = Instantiate(projectilePrefab, firePoint.transform.position, firePoint.transform.rotation); var rb_mult = 0f; float damage = STATS.Get_Attack_Damage(_type, _btn, Base); if (RelativeEnemyPosition.x > 0) { Debug.Log(RelativeEnemyPosition.x); rb_mult = -1f; } else { rb_mult = 1f; } if (_btn == AttackButton.Primary) { projectile.GetComponent <Projectile>() .ThrowProjectile(rb_mult, PNum, Base.Primary_Projectile_Sprite, Base.Primary_Projectile_Animator, _btn, damage); } else if (_btn == AttackButton.Secondary) { projectile.GetComponent <Projectile>(). ThrowProjectile(rb_mult, PNum, Base.Secondary_Projectile_Sprite, Base.Secondary_Projectile_Animator, _btn, damage); } }
//create actionbuttons void CreateAttackbuttons() { GameObject AttackButton = Instantiate(actionButton) as GameObject; Text AttackButtonText = AttackButton.transform.Find("Text").gameObject.GetComponent <Text>(); AttackButtonText.text = "Attack"; AttackButton.GetComponent <Button>().onClick.AddListener(() => Input1()); AttackButton.transform.SetParent(actionSpacer, false); atkBtns.Add(AttackButton); GameObject MagicAttackButton = Instantiate(actionButton) as GameObject; Text MagicAttackButtonText = MagicAttackButton.transform.Find("Text").gameObject.GetComponent <Text>(); MagicAttackButtonText.text = "Magic"; MagicAttackButton.GetComponent <Button>().onClick.AddListener(() => Input3()); MagicAttackButton.transform.SetParent(actionSpacer, false); atkBtns.Add(MagicAttackButton); if (HerosToManage[0].GetComponent <HeroStateMachine>().hero.MagicAttacks.Count > 0) { foreach (BaseAttack magicAttack in HerosToManage[0].GetComponent <HeroStateMachine>().hero.MagicAttacks) { GameObject MagicButton = Instantiate(magicButton) as GameObject; Text MagicButtonText = MagicButton.transform.Find("Text").gameObject.GetComponent <Text>(); MagicButtonText.text = magicAttack.attackName; AttackButton ATB = MagicButton.GetComponent <AttackButton>(); ATB.magicAttackToPerform = magicAttack; MagicButton.transform.SetParent(magicSpacer, false); atkBtns.Add(MagicButton); } } else { MagicAttackButton.GetComponent <Button>().interactable = false; } }
void Start() { attackCollider = transform.GetComponent <BoxCollider>(); attackCollider.enabled = false; attackButton = GameObject.Find("AttackButton").GetComponent <AttackButton>(); cam = playerMovement.cam; }
//creo una funzione che chiamo createAttackButtons void createAttackButtons() { //instazio actionButton come gameObject e lo assengo a AttackButton GameObject AttackButton = Instantiate(actionButton) as GameObject; //cerco dentro attackButton unGameObject chiamato text e cerco la componente text //dopo di che lo assegno ad attackButtonText Text attackButtonText = AttackButton.transform.Find("Text").gameObject.GetComponent <Text>(); //cambio il text in attack attackButtonText.text = "Attack"; //Utilizzo la funzione addListener per Aggiungere Input1 come funzuione ogni volta che clicco il bottone AttackButton.GetComponent <Button>().onClick.AddListener(() => Input1()); //uso la funzione set parent di AttackButton e passo i parametri actionSpacer a false AttackButton.transform.SetParent(actionSpacer, false); //aggiungo l'attack button alla lista AtkBtns.Add(AttackButton); //instazio actionButton come gameObject e lo assengo a MagicAttackButton GameObject MagicAttackButton = Instantiate(actionButton) as GameObject; //cerco dentro MagicAttackButton unGameObject chiamato text e cerco la componente text //dopo di che lo assegno ad MagicButtonText Text MagicButtonText = MagicAttackButton.transform.Find("Text").gameObject.GetComponent <Text>(); //cambio il text in Magic MagicButtonText.text = "Magic"; //Utilizzo la funzione addListener per Aggiungere Input3 come funzuione ogni volta che clicco il bottone MagicAttackButton.GetComponent <Button>().onClick.AddListener(() => Input3()); //uso la funzione set parent di AttackButton e passo i parametri actionSpacer a false MagicAttackButton.transform.SetParent(actionSpacer, false); //aggiungo MagicAttackButton alla lista AtkBtns.Add(MagicAttackButton); //se l'eroe non ha magie disponibili if (HeroToManage[0].GetComponent <HeroStateM>().hero.MagicAttack.Count > 0) { //per ogni spellAttack all interno della lista delle magie del player scelto foreach (BaseAttack SpellAtk in HeroToManage[0].GetComponent <HeroStateM>().hero.MagicAttack) { //instazia un magicButton GameObject SpellButton = Instantiate(MagicButtons); //assegna a SpellButtonText la componente text di MagicButton Text SpellButtonText = MagicButtons.transform.Find("Text").gameObject.GetComponent <Text>(); //assegna il text di SpellButtonText al nome della spell SpellButtonText.text = SpellAtk.attackName; //assegna a ATB la componente AttackButton di MagicButton AttackButton ATB = MagicButtons.GetComponent <AttackButton>(); //assegnaa ATB.magicAttackToPerform la SpellAtk ATB.magicAttackToPerform = SpellAtk; //uso la funzione set parent di SpellButton e passo i parametri actionSpacer a false SpellButton.transform.SetParent(magicSpacer, false); //aggiungo SpellButton alla lista AtkBtns.Add(SpellButton); } } else { //imposto il componente Button di MagicAttackButton non interagibile MagicAttackButton.GetComponent <Button>().interactable = false; } }
public static AttackButton GetARandomButton() { UnityEngine.Random.InitState((int)Time.time * (int)Time.deltaTime); int rand = UnityEngine.Random.Range(0, 2); AttackButton _btn = (AttackButton)rand; return(_btn); }
void Awake() { playerAnim = transform.GetComponent <Animator>(); attackTransform = transform.Find(ObjectChilds.AttackPoint).transform; mobs = LayerMask.GetMask(MaskHelper.Mobs); playerMovement = transform.GetComponent <PlayerMovement>(); attackButton = GameObject.FindGameObjectWithTag("AttackButton").GetComponent <AttackButton>(); }
/// <summary> /// Deselects all of the action buttons and triggers the 'AttackButtonClickedEvent'. /// <remarks> /// This function gets called by the UnityButton OnClick event /// </remarks> /// </summary> /// <param name="button"></param> public void AttackButtonClicked(AttackButton button) { if (AttackButtonClickedEvent != null && AttackButton.IsEnabled) { AttackButtonClickedEvent(GetValues()); } ResetActionButtons(); AttackButton.IsEnabled = false; }
public AttackButton CreateAttackButton(int pos) { AttackButton tempButton = Instantiate(attackButtonPrefab, actions).GetComponent <AttackButton>(); tempButton.unitDisplay = this; tempButton.position = pos; attacks.Add(tempButton); return(tempButton); }
void ReleaseDesignerOutlets() { if (AttackButton != null) { AttackButton.Dispose(); AttackButton = null; } if (BackgroundView != null) { BackgroundView.Dispose(); BackgroundView = null; } if (CancelButton != null) { CancelButton.Dispose(); CancelButton = null; } if (CountButton != null) { CountButton.Dispose(); CountButton = null; } if (DamageButton != null) { DamageButton.Dispose(); DamageButton = null; } if (HeaderLabel != null) { HeaderLabel.Dispose(); HeaderLabel = null; } if (HeaderView != null) { HeaderView.Dispose(); HeaderView = null; } if (OKButton != null) { OKButton.Dispose(); OKButton = null; } if (PlusButton != null) { PlusButton.Dispose(); PlusButton = null; } }
// Use this for initialization void Start() { if (spawnPoint == null) { spawnPoint = transform; } btnFire = GameObject.Find("joystick_right").GetComponent <AttackButton>(); player = (GameObject)GameObject.FindGameObjectWithTag("Player"); }
// Use this for initialization void Start() { if (instance == null) { instance = this; } Button btn = this.GetComponent <Button> (); btn.onClick.AddListener(OnClick); }
// Use this for initialization public override void Initialize(AttackButton button) { attackButton = button; onAttackButtonDown = OnAttackButtonDownFunction; onAttackButtonUp = OnAttackButtonUpFunction; TouchInputManager.instance.touchStart += OnTouchStart; //TouchInputManager.instance.touchMove += OnTouchMove; //TouchInputManager.instance.touchEnd += OnTouchEnd; }
public void SetAttackUI(int code) { uicon.UIOnOff(code); switch (code) { case 0: attackButton = uicon.UI_Melee.GetComponent <AttackButton>(); ((MeleeAttackButton)attackButton).isSpear = false; break; case 1: attackButton = uicon.UI_Melee.GetComponent <AttackButton>(); ((MeleeAttackButton)attackButton).isSpear = true; break; case 2: attackButton = uicon.UI_Distance.GetComponent <AttackButton>(); break; } }
public void Refresh() { BreakDown(); switch (CurrentStep) { case PlayerControlSteps.PickBattler: foreach (Battler i in Battle.ActiveBattlers) { if (i.owner == Player.Player1 && i.isTargetable /*&& i.preparingAction == false*/) { BuildAllySelectButton(i); } } break; case PlayerControlSteps.PickAttack: if (SelectedBattler != null) { AttackButton newButton = Instantiate(MoveSelector); newButton.transform.SetParent(MainCanvas.transform); newButton.transform.position = Camera.main.WorldToScreenPoint(SelectedBattler.transform.position); newButton.SourceController = this; newButton.PickBattler = SelectedBattler; } break; case PlayerControlSteps.PickTarget: foreach (Battler i in ApplicableTargets(SelectedBattler.creature.Attacks[SelectedAttack].Target)) { if (i.isTargetable) // need to check applicability { TargetSelector newButton = Instantiate(TargetSelectorPrefab); newButton.transform.SetParent(MainCanvas.transform); newButton.transform.position = Camera.main.WorldToScreenPoint(i.transform.position); newButton.SourceController = this; newButton.pick = i; } } break; default: break; } }
void Start() { M_collision_enabled = monster_area.GetComponent <BoxCollider2D>(); M_collision_enabled.enabled = false; rend = GetComponent <Renderer>(); rend.enabled = true; monster = GameObject.FindGameObjectWithTag("Enemy"); next_t = monster.GetComponent <Monster_behavior>(); attackButton = attack_Button.GetComponent <AttackButton>(); m_status = monster.GetComponent <MonsterStatus>(); m_status.attack = false; }
void Awake() { ButtonA = GetComponentInChildren <AttackButton>(); StickL = GetComponentInChildren <LeftStick>(); I_PlayerData = PlayerData.Instance; FocusBtns = GameObject.Find("FocusBtns"); ScoreText = transform.Find("ScoreTxt").GetComponent <Text>(); MaxText = transform.Find("MaxScoreTxt").GetComponent <Text>(); DifficultyText = transform.Find("DifficultyTxt").GetComponent <Text>(); ResultPanel = transform.Find("ResultPanel"); DifficultyPanel = transform.Find("DifficultyPanel"); //audioInactive = GetComponent<AudioSource>(); }
// Start is called before the first frame update void Start() { facingRight = true; myRigidBody = GetComponent <Rigidbody2D>(); myAnimator = GetComponent <Animator>(); myBodyCollider = GetComponent <CapsuleCollider2D>(); myFeet = GetComponent <CircleCollider2D>(); myjoystick = FindObjectOfType <Joystick>(); myjumpbutton = FindObjectOfType <JumpButton>(); switchPlayerButton = FindObjectOfType <SwitchPlayerButton>(); myattackbutton = FindObjectOfType <AttackButton>(); mygrabbutton = FindObjectOfType <GrabButton>(); }
void Awake() { isAlive = true; body = GetComponent <Rigidbody2D>(); anim = GetComponent <Animator>(); levelController = FindObjectOfType <LevelController>(); health = maxHealth; //Inputs Declaration joystick = GameObject.Find("Canvas/Buttons/JoystickBG").GetComponent <VirtualJoystick>(); jumpButton = GameObject.Find("Jump").GetComponent <JumpButton>(); attackButton = GameObject.Find("Attack").GetComponent <AttackButton>(); throwButton = GameObject.Find("Throw").GetComponent <ThrowButton>(); }
/// <summary> /// Deselects all of the action buttons and triggers the 'AttackButtonClickedEvent'. /// <remarks> /// This function gets called by the UnityButton OnClick event /// </remarks> /// </summary> /// <param name="button"></param> public void AttackButtonClicked(AttackButton button) { if (AttackButton.IsEnabled) { AttackButton.IsEnabled = false; ResetActionButtons(); if (AttackButtonClickedEvent != null) { AttackButtonClickedEvent(GetValues()); } buttonSequence = new ActionSequence(); } }
private IEnumerator AnimateAttack(float _cooldown, AttackButton _btn) { if (_btn == AttackButton.Primary) { playerAnim.SetTrigger("Primary_Attack"); } else if (_btn == AttackButton.Secondary) { playerAnim.SetTrigger("Secondary_Attack"); } playerAnim.SetBool("AttackFinished", false); yield return(new WaitForSeconds(_cooldown)); isAttacking = false; playerAnim.SetBool("AttackFinished", true); }
// En este bucle solamente comprobaremos si el Input nos indica "atacar" y activaremos el trigger "Attack" private void Update() { // Si estoy en pausa no hacer nada (no moverme ni atacar) if (paused) { return; } // Si detecto Input tecla/boton ataque ==> Activo disparados 'Attack' if (Input.GetButton("Fire") || AttackButton.IsAttack()) { _animator.SetTrigger(AttackHash); _audioSource.clip = attackAudioClip; _audioSource.PlayDelayed(1.5f); } }
private void SetAttackBtn(int index, string btnName) { stAttackBtn[index] = new AttackButton(); if (objAttackBtn.transform.Find(btnName) == null) { return; } stAttackBtn[index].objRoot = objAttackBtn.transform.Find(btnName).gameObject; stAttackBtn[index].objText = stAttackBtn[index].objRoot.transform.Find("Text").gameObject; stAttackBtn[index].imgFront = stAttackBtn[index].objRoot.transform.Find("Front").GetComponent <Image>(); stAttackBtn[index].text = stAttackBtn[index].objText.GetComponent <Text>(); stAttackBtn[index].fMaxCount = index * 5; stAttackBtn[index].fCurrCount = 0; }
public void ThrowProjectile(float _rp, int _whoThrew, Sprite _projectileSprite, RuntimeAnimatorController _anim, AttackButton _btn, float _damage) { FromPlayer = _whoThrew; sprite_rend.sprite = _projectileSprite; anim.runtimeAnimatorController = _anim; A_Type = _btn; damage = _damage; if (_rp == 1) { rb.velocity = transform.right * -1 * speed; } else { rb.velocity = transform.right * speed; } }
private void TryAttack(AttackType _attack, AttackButton _btn) { Debug.Log(string.Format("ATTACK: {0}", _attack)); if (_attack == AttackType.Back && Base.Back_Damage == 0f && isGrounded) { _attack = AttackType.Projectile; } if (STATS.Get_Current_Action() == Movement_Direction.Crouching) { _attack = AttackType.Crouch; } isAttacking = true; float _cd = STATS.Get_Attack_CoolDown(_attack, _btn, Base); float _damage = STATS.Get_Attack_Damage(_attack, _btn, Base); Vector2 _range = STATS.Get_Attack_Range(_attack, _btn, Base); if (_attack == AttackType.Projectile) { var CoolDownTimer = StartCoroutine(AnimateAttack(_cd, _btn)); var co = StartCoroutine(FireProjectile(_attack, _btn, _cd / 3)); } else if (_attack == AttackType.Forward && _btn == AttackButton.Primary) { var co = StartCoroutine(FireLongAttack()); } else { var CoolDownTimer = StartCoroutine(AnimateAttack(_cd, _btn)); Collider2D[] enemyInRange = Physics2D.OverlapBoxAll(attackPos.position, _range, 0, MasterController.Controller.GameSettings.EnemyMask); for (int i = 0; i < enemyInRange.Length; ++i) { if (enemyInRange[i] != this.GetComponent <Collider2D>()) { var enemy = enemyInRange[i]; if (enemy.gameObject.name == "Rectangle") { Destroy(enemy.gameObject); } if (enemy != null) { enemy.GetComponent <Fighter>().TakeDamage(_damage, _attack, _btn); } } } } }
// Start is called before the first frame update void Start() { if (!multiplayer) { facingRight = true; myRigidBody = GetComponent <Rigidbody2D>(); myAnimator = GetComponent <Animator>(); myBodyCollider = GetComponent <CapsuleCollider2D>(); myFeet = GetComponent <CircleCollider2D>(); myjoystick = GameObject.Find("Fixed Joystick").GetComponent <Joystick>(); myjumpbutton = GameObject.Find("JumpButton").GetComponent <JumpButton>(); switchPlayerButton = GameObject.Find("SwitchPlayerButton").GetComponent <SwitchPlayerButton>(); myattackbutton = FindObjectOfType <AttackButton>(); //mygrabbutton = FindObjectOfType<GrabButton>(); weaponjoystick = GameObject.Find("Fixed Joystick 2").GetComponent <FixedJoystick>(); } }
private void CreateAttackButtons() { if (_attackButtons.Count > 0) { _attackButtons.ForEach(Destroy); _attackButtons.Clear(); } heroesToManage[0].GetComponent <HeroStateMachine>().hero.Attacks.ForEach(attack => { GameObject newButton = Instantiate(attackButtonPrefab, _attackSpacer, false); newButton.transform.Find("Text").GetComponent <Text>().text = attack.attackName; AttackButton atkBtn = newButton.GetComponent <AttackButton>(); atkBtn.Attack = attack; _attackButtons.Add(newButton); }); }
void Awake() { _instance = this; }
/// <summary> /// Searches for the Action and Attack Button(s) within the game object's children and saves them for ongoing reference. /// </summary> void SetButtons() { ActionButtons = gameObject.GetComponentsInChildren<ActionButton>(); AttackButton = gameObject.GetComponentInChildren<AttackButton>(); }