Example #1
0
    private PlayerStates UpdateFletchingState()
    {
        ControlSettingsInstance input            = GameManager.Instance.Controls.Input;
        ControlSettingsInstance alternativeInput = GameManager.Instance.Controls.AlternativeInput;

        if (Input.GetKeyUp(input.Interact) || Input.GetKeyUp(alternativeInput.Interact))
        {
            return(PlayerStates.Default);
        }

        GameplaySettings settings = GameManager.Instance.Settings;

        if (settings.TimeToGrindWeapon > 0)
        {
            if (inventory is Sword)
            {
                currentStation.SetProgressbarValue((inventory as Sword).SharpenSword(Time.deltaTime / settings.TimeToGrindWeapon));
            }
            else if (inventory is Wood)
            {
                currentStation.SetProgressbarValue((inventory as Wood).WorkOnWood(Time.deltaTime / settings.TimeToGrindWeapon));
            }
        }
        return(PlayerStates.Fletching);
    }
Example #2
0
    private PlayerStates UpdateHeatingState()
    {
        ControlSettingsInstance input            = GameManager.Instance.Controls.Input;
        ControlSettingsInstance alternativeInput = GameManager.Instance.Controls.AlternativeInput;

        if (Input.GetKeyUp(input.Interact) || Input.GetKeyUp(alternativeInput.Interact))
        {
            return(PlayerStates.Default);
        }

        (currentStation as HeatingStation).HeatFurnace();
        return(PlayerStates.Heating);
    }
Example #3
0
    private PlayerStates UpdateAttachingState()
    {
        ControlSettingsInstance input            = GameManager.Instance.Controls.Input;
        ControlSettingsInstance alternativeInput = GameManager.Instance.Controls.AlternativeInput;

        if (Input.GetKeyUp(input.Interact) || Input.GetKeyUp(alternativeInput.Interact))
        {
            return(PlayerStates.Default);
        }
        if ((currentStation as WoodworkStation).WorkOnSword())
        {
            return(PlayerStates.Default);
        }
        return(PlayerStates.Attaching);
    }
Example #4
0
    private PlayerStates UpdateSmithingState()
    {
        ControlSettingsInstance input            = GameManager.Instance.Controls.Input;
        ControlSettingsInstance alternativeInput = GameManager.Instance.Controls.AlternativeInput;

        if (Input.GetKeyUp(input.Interact) || Input.GetKeyUp(alternativeInput.Interact))
        {
            return(PlayerStates.Default);
        }

        GameplaySettings settings = GameManager.Instance.Settings;

        if (settings.TimeForSmithing > 0)
        {
            (inventory as Sword).HammerSword(Time.deltaTime / settings.TimeForSmithing);
        }
        currentStation.SetProgressbarValue((inventory as Sword).Quality);
        return(PlayerStates.Smithing);
    }
Example #5
0
 private void LoadData(string inputFile, ref ControlSettingsInstance input, ControlSettings template)
 {
     if (File.Exists(inputFile))
     {
         string json = File.ReadAllText(inputFile);
         input = JsonUtility.FromJson <ControlSettingsInstance>(json);
     }
     else
     {
         input = new ControlSettingsInstance
         {
             Down     = template.Down,
             Right    = template.Right,
             Up       = template.Up,
             Left     = template.Left,
             Interact = template.Interact,
             Pause    = template.Pause
         };
         File.WriteAllText(inputFile, JsonUtility.ToJson(input));
     }
 }
Example #6
0
    private PlayerStates UpdateDefaultState()
    {
        GameplaySettings        settings         = GameManager.Instance.Settings;
        ControlSettingsInstance input            = GameManager.Instance.Controls.Input;
        ControlSettingsInstance alternativeInput = GameManager.Instance.Controls.AlternativeInput;

        bool isWalking = false;

        if (Input.GetKeyDown(input.Interact) || Input.GetKeyDown(alternativeInput.Interact))
        {
            return(HandleInteractions());
        }
        if (Input.GetKey(input.Up) || Input.GetKey(alternativeInput.Up))
        {
            Move(Vector2.up * settings.PlayerSpeeds.y);
            characterSpriteManager.SetState(CharacterSpriteManager.CharacterState.Backward);
            isWalking = true;
        }
        if (Input.GetKey(input.Right) || Input.GetKey(alternativeInput.Right))
        {
            Move(Vector2.right * settings.PlayerSpeeds.x);
            characterSpriteManager.SetState(CharacterSpriteManager.CharacterState.Right);
            isWalking = true;
        }
        if (Input.GetKey(input.Left) || Input.GetKey(alternativeInput.Left))
        {
            Move(Vector2.left * settings.PlayerSpeeds.x);
            characterSpriteManager.SetState(CharacterSpriteManager.CharacterState.Left);
            isWalking = true;
        }
        if (Input.GetKey(input.Down) || Input.GetKey(alternativeInput.Down))
        {
            Move(Vector2.down * settings.PlayerSpeeds.y);
            characterSpriteManager.SetState(CharacterSpriteManager.CharacterState.Forward);
            isWalking = true;
        }
        anim.SetBool("isWalking", isWalking);

        return(PlayerStates.Default);
    }