Example #1
0
    void Update()
    {
        if (Time.time - nextEarthSkill >= TIME_COUNTDOWN_SKILL_EARTH && checkAttack)
        {
            MessageAttack();
        }

        if (isDestroyed == null)
        {
            checkAttack = false;
        }

        if (Input.GetMouseButtonDown(0) && chooseHero.isChoosedGameObject)
        {
            Ray clickedPosition = Camera.main.ScreenPointToRay(Input.mousePosition);
            targetPosition = new Vector2(clickedPosition.origin.x, clickedPosition.origin.y);
            chooseHero.SetIsChoosed(false);

            Instantiate(effectLocationTouch, targetPosition, Quaternion.Euler(new Vector3(0f, 0f, 0f)));
        }

        if (!checkAttack)
        {
            transform.position = Vector2.MoveTowards(transform.position, targetPosition,
                                                     speedMove * Time.deltaTime);

            AnimationsHeroMove(targetPosition);
        }

        if (new Vector2(transform.position.x, transform.position.y) == targetPosition && !checkAttack)
        {
            es.AnimationIdle();
            checkIdle = true;
        }
        else if (new Vector2(transform.position.x, transform.position.y) != targetPosition)
        {
            checkIdle   = false;
            checkAttack = false;
        }
    }
Example #2
0
    void Update()
    {
        GetEnemyToAttack();
        checkLevelHero();

        if (gameObject == GameObject.FindWithTag("NagaInllusion") &&
            Time.time - timeStartInllusion > TIME_EXIST_INLLUSION)
        {
            Destroy(gameObject);
        }

        if (gameObject != GameObject.FindWithTag("NagaInllusion") &&
            Time.time - timeStartInllusion > 0f)
        {
            Instantiate(nagaInllusion, positionFire.transform.position,
                        Quaternion.Euler(new Vector3(0f, 0f, 0f)));
            timeStartInllusion = Time.time + TIME_COUNTDOWN_SKILL_INLLUSION;
        }

        if (enemyChoosedToAttack != null)
        {
            float distance = Vector2.Distance(gameObject.transform.position,
                                              enemyChoosedToAttack.transform.position);

            if (distance > RANGE)
            {
                enemyChoosedToAttack = null;
            }
        }

        if (enemyChoosedToAttack == null && isIdle)
        {
            isAttack = false;
            AnimationIdle();
            isIdle = false;
        }

        if (new Vector2(transform.position.x, transform.position.y) == touchPosition && !isAttack)
        {
            isIdle = true;
        }

        if (Input.GetMouseButtonDown(0) && chooseHero != null && chooseHero.isChoosedGameObject)
        {
            Ray clickedPosition = Camera.main.ScreenPointToRay(Input.mousePosition);
            touchPosition = new Vector2(clickedPosition.origin.x, clickedPosition.origin.y);
            chooseHero.SetIsChoosed(false);

            Instantiate(effectLocationTouch, touchPosition, Quaternion.Euler(new Vector3(0f, 0f, 0f)));
        }

        if (!isAttack && !isIdle)
        {
            transform.position = Vector2.MoveTowards(transform.position, touchPosition,
                                                     speedMove * Time.deltaTime);
            AnimationsHeroMove(touchPosition);
        }

        if (new Vector2(transform.position.x, transform.position.y) != touchPosition)
        {
            isIdle   = false;
            isAttack = false;
        }

        if (isAttack && enemyChoosedToAttack != null)
        {
            if (transform.position.x < enemyChoosedToAttack.transform.position.x)
            {
                RotateLeftHero();
            }
            else
            {
                RotateRightHero();
            }
        }

        if (Time.time - timeStartAddHearth >= TIME_ADD_HEALTH)
        {
            AddHealthPerTime();
            timeStartAddHearth = Time.time + TIME_ADD_HEALTH;
        }
    }