Example #1
0
    // Update is called once per frame
    void Update()
    {
        // Actions
        if (Input.GetButtonDown("ActionRight"))
        {
            combatController.Action(CombatController.ActionDirection.ActionRight);
        }
        if (Input.GetButtonDown("ActionLeft"))
        {
            combatController.Action(CombatController.ActionDirection.ActionLeft);
        }
        if (Input.GetButtonDown("ActionOverhead"))
        {
            combatController.Action(CombatController.ActionDirection.ActionOverhead);
        }
        if (Input.GetButtonDown("BlockToggle"))
        {
            BlockingValue = !BlockingValue;

            SwordImage.gameObject.SetActive(BlockingValue);
            ShieldImage.gameObject.SetActive(!BlockingValue);
            combatController.ToggleBlocking();
        }

        if ((MovePosition - transform.position).magnitude > .1)
        {
            transform.LookAt(enemy.transform);
            transform.position = Vector3.Lerp(transform.position, MovePosition, Time.deltaTime * MoveSpeed);
        }
        else
        {
            // Moving Around Enemy Code
            if (Input.GetButtonDown("DodgeRight"))
            {
                Debug.Log("Move Right");
                positionIndex += 1;
                if (positionIndex == Positions.Length)
                {
                    positionIndex = 0;
                }
                MovePosition = Positions[positionIndex].position;
            }

            if (Input.GetButtonDown("DodgeLeft"))
            {
                Debug.Log("Move Left");
                positionIndex -= 1;
                if (positionIndex == -1)
                {
                    positionIndex = Positions.Length - 1;
                }
                MovePosition = Positions[positionIndex].position;
            }
        }
    }
Example #2
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetButtonDown("ActionRight"))
        {
            combatController.Action(CombatController.ActionDirection.ActionRight);
        }
        if (Input.GetButtonDown("ActionLeft"))
        {
            combatController.Action(CombatController.ActionDirection.ActionLeft);
        }
        if (Input.GetButtonDown("ActionOverhead"))
        {
            combatController.Action(CombatController.ActionDirection.ActionOverhead);
        }
        if (Input.GetButtonDown("BlockToggle"))
        {
            BlockingValue = !BlockingValue;

            SwordImage.gameObject.SetActive(BlockingValue);
            ShieldImage.gameObject.SetActive(!BlockingValue);
            combatController.ToggleBlocking();
        }
    }
Example #3
0
    void Attack()
    {
        combatController.SetBlocking(false);
        CombatController.ActionDirection AttackDirection = CombatController.ActionDirection.ActionOverhead;
        int AttackDirectionIndex = Random.Range(1, 4);

        switch (AttackDirectionIndex)
        {
        case 1:
            AttackDirection = CombatController.ActionDirection.ActionLeft;
            break;

        case 2:
            AttackDirection = CombatController.ActionDirection.ActionOverhead;
            break;

        case 3:
            AttackDirection = CombatController.ActionDirection.ActionRight;
            break;
        }


        combatController.Action(AttackDirection);
    }