Example #1
0
        /// <summary>
        /// Can the ability be started?
        /// </summary>
        /// <returns>True if the ability can be started.</returns>
        public override bool CanStartAbility()
        {
            if (m_RequireAim && !m_Controller.Aiming)
            {
                return(false);
            }

            // Start the ability if the left, right, or back buttons are double pressed.
            if (m_StartOnDoublePress)
            {
                for (int i = 0; i < 2; ++i)
                {
                    var input = i == 0 ? m_Controller.InputVector.x : m_Controller.InputVector.z;
                    if (Mathf.Abs(input) > 0)
                    {
                        // The character can dodge left or right so check the sign value.
                        DodgeType dodgeType;
                        if (i == 0)
                        {
                            dodgeType = input > 0 ? DodgeType.Right : DodgeType.Left;
                        }
                        else
                        {
                            dodgeType = input > 0 ? DodgeType.None : DodgeType.Back;
                        }
                        // There is no foward dodge.
                        if (dodgeType == DodgeType.None)
                        {
                            return(false);
                        }
                        if (m_DodgeType == dodgeType && m_MovementRelease[i] && m_InitialMovementTime[i] + 0.2f > Time.time)
                        {
                            m_MovementRelease[i] = false;
                            return(true);
                        }
                        m_DodgeType = dodgeType;
                        m_InitialMovementTime[i] = Time.time;
                        m_MovementRelease[i]     = false;
                    }
                    else if (m_InitialMovementTime[i] != -1 && input == 0)
                    {
                        m_MovementRelease[i] = true;
                    }
                }
                return(false);
            }

            // If the ability isn't being started with a double press then use the regular start methods.
            return(base.CanStartAbility());
        }
Example #2
0
	private void InitiateDodge(int amount,DodgeType type){
		dodgeLimit = amount;
		dodgeType = type;
		state = State.Dodge;

	}
Example #3
0
	private void AttackDodge( DodgeType type){


		dodgeTime += Time.deltaTime;
		// Goes in once to get the random direction ONCE until Dodging is false again.
		if (!isDodging) {
			switch (type) {
			case DodgeType.Randomize:
				dodgeDir = directions [Random.Range (0, directions.Length)];
				break;
			case DodgeType.Aggression:
				dodgeDir = player.transform.position - transform.position + new Vector3 (0, 0, 3);
				break;
			case DodgeType.Evasive:
				dodgeDir = transform.position - player.transform.position;
				break;
			}

			dodgePos = transform.position + dodgeDir;
//			if(CheckObstacle(dodgePos,wallLayer)){
//				if(attempt < 15){
//					AttackDodge(type);
//					attempt++;
//					return;
//				}
//			}
			isDodging = true;
		}

		/* Timer ------------------- */
		if (dodgeTime < dodgeDelay) {
			transform.position = Vector3.Lerp (transform.position, dodgePos, 7f * Time.deltaTime);
		} else {
			dodgeTime = 0f;
			isDodging = false;
			dodgeCount++;
		}
		
		if (dodgeCount >= dodgeLimit) {
			ResetDodge();
			//agent.Stop();
		}
	}