Example #1
0
    void OnEnable()
    {
        createSlashAttack();


        if (Time.time - prevTime > comboCooldown - duration - repetitions * .2f)
        {
            repetitions = 0;
        }
        if (repetitions < 3)
        {
            repetitions++;
        }



        if (repetitions <= 2)
        {
            duration = .2f; //set how long the attack animation will last
        }
        else
        {
            duration = 1f;
        }


        C_movement.fadeInstant(Util.mousePos().normalized *Movement.AttackAcc, new Vector2(0, 0), duration);     //push self when attacking
    }
Example #2
0
    IEnumerator MovingToPlayer()
    {
        bool    hasLoS = true;
        Vector2 dirToPlayer;
        Vector2 lastPlayerPos = playerPos.position;

        int layerMask = 1 << 11;

        layerMask = ~layerMask;

        while (hasLoS)
        {
            dirToPlayer = (playerPos.position - transform.position).normalized;
            RaycastHit2D hit = Physics2D.Raycast(transform.position, playerPos.position - transform.position, 20f, layerMask);

            if (hit && hit.collider.CompareTag("Player"))
            {
                C_movement.push(dirToPlayer * Movement.enemyAcc);
                lastPlayerPos = playerPos.position;
            }
            else
            {
                C_enemy.setLastPlayerPos(lastPlayerPos);
                sm.toState("Seeking");
                hasLoS = false;
            }
            yield return(new WaitForSeconds(0.25f));
        }
    }
Example #3
0
    void FixedUpdate()
    {
        if (target == null)
        {
            if (!searchingForPlayer)
            {
                searchingForPlayer = true;
                StartCoroutine(SearchForPlayer());
            }
            return;
        }

        //TODO: Always look at player?

        if (path == null)
        {
            return;
        }

        //Checks if the enemy has finished it's path
        if (currentWaypoint >= path.vectorPath.Count)
        {
            if (pathIsEnded)
            {
                return;
            }

            //Debug.Log ("End of path reached.");
            pathIsEnded = true;
            return;
        }
        pathIsEnded = false;

        //Directon to the next waypoint
        Vector3 dir = (path.vectorPath[currentWaypoint] - transform.position).normalized;

        dir *= Movement.enemyAcc;

        //Debug.Log(dir);
        //Move the AI
        C_movement.push(new Vector2(dir.x, dir.y));
        //rb.AddForce(dir, fMode);

        float dist = Vector3.Distance(transform.position, path.vectorPath [currentWaypoint]);

        if (dist < nextWaypointDistance)
        {
            currentWaypoint++;
            return;
        }
    }
Example #4
0
    IEnumerator dash()
    {
        Debug.Log("starting Dash corotine");

        for (float u = 0; u < .3; u += Time.deltaTime)
        {
            Debug.Log(u);
            checkCollisions();

            //C_movement.push(direction * 100);
            //C_movement.clampSpeed();

            if (newCollision())     //if there is a new collision (if the player hits an enemy), slash

            {
                yield return(new WaitForFixedUpdate());

                //Time.timeScale = .1f;
                //Time.fixedDeltaTime = .1f * 0.02f;

                SendMessage("createSlashAttack");

                for (float y = 0; y < .05; y += Time.deltaTime)
                {
                    //C_movement.push(direction * 100);
                    checkCollisions();
                    checkForWall();
                    yield return(new WaitForFixedUpdate());

                    u += Time.deltaTime;
                }

                //Time.timeScale = 1f;
                //Time.fixedDeltaTime = 1f * 0.02f;

                C_movement.push(direction * 100);
                //C_movement.clampSpeed();
            }

            yield return(new WaitForFixedUpdate());

            checkForWall(); //exits if the player hits a wall
        }


        sm.toState("Default");
    }
Example #5
0
    //sub functions



    //movement options

    void movementInputs()   //move using wasd
    {
        C_movement.push(Movement.wasd() * moveSpeed);
    }