//--------------------------------------------------------------- /* * @brief オブジェクトから外す */ //--------------------------------------------------------------- public void RemoveObject() { attachedObject = null; objScript = null; transform.parent = null; }
void Awake() { attachedObject = null; objScript = null; m_state = EItemUseState.ITEM_STAT_READY; m_type = GameDefine.ITEM_TYPE.ITEM_TYPE_INVALID; m_useType = 0; m_reloadTime = 0; elapsedTime = 0.0f; }
//--------------------------------------------------------------- /* * @brief オブジェクトへのアタッチ */ //--------------------------------------------------------------- public void AttachObject(GameObject target) { if (attachedObject || !target) { return; } attachedObject = target; objScript = attachedObject.GetComponent <CharAction>(); transform.parent = target.transform; }
// Start is called before the first frame update void Start() { foreach (Transform child in transform) { if (child.TryGetComponent(out EventCollider eventcollider)) { _event = eventcollider; break; } } _move = gameObject.GetComponent <CharController>(); _action = GetComponent <CharAction>(); _state = CharState.NOMAL; _action.Play(); }
// Use this for initialization void Start() { team = GameObject.FindGameObjectsWithTag("Player"); if (team.Length == 0) { Debug.Log("NO TEAM FOR PLAYER"); } else { member = 0; selected = team[member]; this.ActionAccessor = CharAction.MOVING; moveSelected = selected.GetComponent <Movable>(); moveSelected.Selected = true; } }
public void SetDefaultAnimation() { if (myAnimator != null) { if (DefaultAnimationActionPrefab != null) { CharAction defaultAnimationAction = Instantiate(DefaultAnimationActionPrefab, new Vector3(0f, 0f, 0f), Quaternion.identity) as CharAction; defaultAnimationAction.transform.SetParent(transform, false); defaultAnimationAction.MyAnimator = myAnimator; defaultAnimationAction.MakeAction(); } else { AnimationUtilities.SetTriggerIfExists("Idle", myAnimator); } } }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Alpha1)) { if (0 < team.Length) { moveSelected.Selected = false; selected = team[0]; moveSelected = selected.GetComponent <Movable>(); moveSelected.Selected = true; member = 0; } } if (Input.GetKeyDown(KeyCode.Alpha2)) { if (1 < team.Length) { moveSelected.Selected = false; selected = team[1]; moveSelected = selected.GetComponent <Movable>(); moveSelected.Selected = true; member = 1; } } if (Input.GetKeyDown(KeyCode.Alpha3)) { if (2 < team.Length) { moveSelected.Selected = false; selected = team[2]; moveSelected = selected.GetComponent <Movable>(); moveSelected.Selected = true; member = 2; } } if (Input.GetKeyDown(KeyCode.Alpha4)) { if (3 < team.Length) { moveSelected.Selected = false; selected = team[3]; moveSelected = selected.GetComponent <Movable>(); moveSelected.Selected = true; member = 3; } } string hitName = ""; if (Input.GetKeyDown(KeyCode.Return)) { this.ActionAccessor = CharAction.ATTACKING; for (int i = 0; i < selected.transform.childCount; i++) { GameObject square = selected.transform.GetChild(i).gameObject; MeshRenderer meshRenderer = square.GetComponent <MeshRenderer>(); meshRenderer.material = attackTile; } } if (Input.GetKeyDown(KeyCode.Space)) { this.ActionAccessor = CharAction.DODGING; for (int i = 0; i < selected.transform.childCount; i++) { GameObject square = selected.transform.GetChild(i).gameObject; MeshRenderer meshRenderer = square.GetComponent <MeshRenderer>(); meshRenderer.material = dodgeTile; } } if (Input.GetKeyDown(KeyCode.Backspace)) { this.ActionAccessor = CharAction.MOVING; for (int i = 0; i < selected.transform.childCount; i++) { GameObject square = selected.transform.GetChild(i).gameObject; MeshRenderer meshRenderer = square.GetComponent <MeshRenderer>(); meshRenderer.material = moveTile; } } if (Input.GetMouseButtonDown(0)) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit)) { hitName = hit.transform.name; } } if (Input.GetKeyDown(KeyCode.W) || hitName == "Up_Move") { if (this.ActionAccessor == CharAction.MOVING) { if (moveSelected.moveUp()) { moveSelected.Selected = false; selected = nextMember(); } } else if (this.ActionAccessor == CharAction.ATTACKING) { } } else if (Input.GetKeyDown(KeyCode.S) || hitName == "Down_Move") { if (this.ActionAccessor == CharAction.MOVING) { if (moveSelected.moveDown()) { moveSelected.Selected = false; selected = nextMember(); } } else if (this.ActionAccessor == CharAction.ATTACKING) { } } else if (Input.GetKeyDown(KeyCode.A) || hitName == "Left_Move") { if (this.ActionAccessor == CharAction.MOVING) { if (moveSelected.moveLeft()) { moveSelected.Selected = false; selected = nextMember(); } } else if (this.ActionAccessor == CharAction.ATTACKING) { } } else if (Input.GetKeyDown(KeyCode.D) || hitName == "Right_Move") { if (this.ActionAccessor == CharAction.MOVING) { if (moveSelected.moveRight()) { moveSelected.Selected = false; selected = nextMember(); } } else if (this.ActionAccessor == CharAction.ATTACKING) { } } }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Q)) //#Temporario { //When a key is pressed down it see if it was the escape key if it was it will execute the code Application.Quit(); // Quits the game } if (_battleStates.Equals(GameStateCtrl.BattleStates.StartTurn)) { _battleStates = GameStateCtrl.BattleStates.SelectActor; } if (_battleStates.Equals(GameStateCtrl.BattleStates.SelectActor)) { if (_isBackOption) { _countSelectedTgtActs = selectedTargetActions.Count; if (_countSelectedTgtActs > 0) { _battleStates = GameStateCtrl.BattleStates.SelectTarget; DeactiveObjButtons(_objCharBts); _isActiveObjButton = false; _clickedCharButton = selectedTargetActions.Peek().ObjChar; _clickedActionButton = selectedTargetActions.Peek().ObjAction; _clickedTargetButton = selectedTargetActions.Peek().ObjTarget; selectedTargetActions.Pop(); orderedTargets.RemoveAt(orderedTargets.Count - 1); } _isBackOption = false; } else { if (!_isActiveObjButton) { ActiveObjCharButtons(_objCharBtns); _isActiveObjButton = true; _clickedCharButton = null; } if (SelectCharButton(_clickedCharButton) && _isActiveObjButton) { DeactiveObjButtons(_objCharBts); _isActiveObjButton = false; _battleStates = GameStateCtrl.BattleStates.SelectAction; } } } if (_battleStates.Equals(GameStateCtrl.BattleStates.SelectAction)) { if (_isBackOption) { _battleStates = GameStateCtrl.BattleStates.SelectActor; DeactiveObjButtons(_objActionBts); DelectCharButton(_clickedCharButton); _isBackOption = false; _isActiveObjButton = false; } else { if (!_isActiveObjButton) { SetActionCharBt(_clickedCharButton); ActiveObjButtons(_objActionBts); _isActiveObjButton = true; _clickedActionButton = null; } if (_clickedActionButton != null && _isActiveObjButton) { DeactiveObjButtons(_objActionBts); _isActiveObjButton = false; _battleStates = GameStateCtrl.BattleStates.SelectTarget; } } } if (_battleStates.Equals(GameStateCtrl.BattleStates.SelectTarget)) { if (_isBackOption) { _battleStates = GameStateCtrl.BattleStates.SelectAction; DeactiveObjButtons(_objTargetCharBts); DeactiveObjButtons(_objTargetEnemBts); _isBackOption = false; _isActiveObjButton = false; } else { if (!_isActiveObjButton) { ActiveObjButtons(_objTargetEnemBts); _isActiveObjButton = true; _clickedTargetButton = null; } if (Input.GetKeyDown(KeyCode.RightArrow)) { ActiveObjButtons(_objTargetCharBts); DeactiveObjButtons(_objTargetEnemBts); } else if (Input.GetKeyDown(KeyCode.LeftArrow)) { ActiveObjButtons(_objTargetEnemBts); DeactiveObjButtons(_objTargetCharBts); } if (_clickedTargetButton != null && _isActiveObjButton) { DeactiveObjButtons(_objTargetCharBts); DeactiveObjButtons(_objTargetEnemBts); _isActiveObjButton = false; _battleStates = GameStateCtrl.BattleStates.BattlePhase; _charAction = new CharAction(_clickedTargetButton, _clickedCharButton, _clickedActionButton); selectedTargetActions.Push(_charAction); orderedTargets.Add(_charAction.TargetName); foreach (var charBtn in _objCharBtns) { if (!charBtn.Value) { _battleStates = GameStateCtrl.BattleStates.SelectActor; } } } } } if (_battleStates.Equals(GameStateCtrl.BattleStates.BattlePhase)) { if (!_isActiveObjButton) { foreach (CharAction targetAction in selectedTargetActions) { actionSortManager.AddAction(targetAction.TargetName, targetAction.CharName, targetAction.ActionName); } selectedTargetActions.Pop(); _isActiveObjButton = true; ////#Pendente vai haver um passo aqui no meio onde o ActionSortManager vai com as chaves buscar as informações de ataque e etc foreach (string target in orderedTargets) { Debug.Log(target); } foreach (string target in orderedTargets) { actionSortManager.PrintActions(target); //#Temporario } } } else { if (Input.GetKeyDown(KeyCode.B)) //#Temporario { Debug.Log(_battleStates); _isBackOption = true; } } if (Input.GetKeyDown(KeyCode.T)) //#Temporario { } if (Input.GetKeyDown(KeyCode.S)) //#Temporario { Debug.Log(_battleStates); } if (Input.GetKeyDown(KeyCode.P)) //#Temporario { } }
public void SetAction(CharAction a) { if (a != null) { action = a; op = OP.plan; } }
public IEnumerator YieldReturn(CharAction caction) { yield return 0; rfunc(caction); }