Example #1
0
    void Update()
    {
        float horizontalInput = Input.GetAxis("Horizontal");
        float verticalInput   = Input.GetAxis("Vertical");

        if (unitIsPosessedByPlayer)
        {
            if (movement.agent.desiredVelocity.sqrMagnitude > 0)
            {
                movement.RotateTo(movement.agent.desiredVelocity, Time.deltaTime);
            }

            #region movement


            if (horizontalInput != 0 || verticalInput != 0)
            {
                Vector3 flatUpVectorOfCamera = Camera.main.transform.up;
                flatUpVectorOfCamera.y = 0;
                flatUpVectorOfCamera.Normalize();
                Vector3 flatRightVectorOfCamera = Camera.main.transform.right;
                flatRightVectorOfCamera.y = 0;
                flatRightVectorOfCamera.Normalize();

                flatRightVectorOfCamera *= horizontalInput;
                flatUpVectorOfCamera    *= verticalInput;

                Vector3 movementVector = flatRightVectorOfCamera + flatUpVectorOfCamera;

                if (combat.currentCombatState == CombatState.CombatIdle)
                {
                    movement.MoveTo(playerEntity.transform.position + movementVector);
                }
            }
            else
            {
                // movement.Stop();
            }

            #endregion

            #region combat

            if (Input.GetMouseButtonDown(1))
            {
                combat.Block(unitAI.currentStance.blocks[0]);
            }
            else if (!Input.GetMouseButton(1))
            {
                if (Input.GetKeyDown(KeyCode.G))
                {
                    combat.MeleeAttack(null, unitAI.currentStance.attacks[1]);
                }

                if (Input.GetMouseButtonDown(0))
                {
                    if (combat.currentCombatState == CombatState.Blocking || combat.currentCombatState == CombatState.CombatIdle || combat.currentCombatState == CombatState.PreparingBlock)
                    {
                        Debug.Log("hor: " + horizontalInput);
                        Debug.Log("vert: " + verticalInput);
                        if (horizontalInput != 0 || verticalInput != 0)
                        {
                            Debug.Log("yes");
                            combat.MeleeAttack(null, unitAI.currentStance.attacks[1]);
                        }
                        else
                        {
                            combat.MeleeAttack(null, unitAI.currentStance.attacks[0]);
                        }
                    }
                }
                else if (Input.GetKeyDown(KeyCode.E))
                {
                    combat.MeleeAttack(null, unitAI.currentStance.attacks[2]);
                }
                else if (combat.currentCombatState == CombatState.Blocking || combat.currentCombatState == CombatState.PreparingBlock)
                {
                    combat.StopBlocking();
                }
            }
            if (Input.GetKeyDown(KeyCode.Space))
            {
                if (horizontalInput != 0 || verticalInput != 0)
                {
                    Debug.Log("yep");
                    Vector3 inputDirection = new Vector3(horizontalInput, 0f, verticalInput);
                    combat.Evade(unitAI.currentStance.evades[0]);
                }
            }

            #endregion
        }
        else
        {
            //simple rts camera movement

            Vector3 flatUpVectorOfCamera = Camera.main.transform.up;
            flatUpVectorOfCamera.y = 0;
            flatUpVectorOfCamera.Normalize();
            Vector3 flatRightVectorOfCamera = Camera.main.transform.right;
            flatRightVectorOfCamera.y = 0;
            flatRightVectorOfCamera.Normalize();

            flatRightVectorOfCamera *= horizontalInput;
            flatUpVectorOfCamera    *= verticalInput;

            Vector3 movementVector = flatRightVectorOfCamera + flatUpVectorOfCamera;

            cam.transform.position += movementVector;
        }

        if (Input.GetAxis("Mouse ScrollWheel") != 0)
        {
            cam.GetComponent <Camera>().orthographicSize -= Input.GetAxis("Mouse ScrollWheel") * 2;
        }

        if (Input.GetKeyDown(KeyCode.P))
        {
            if (unitIsPosessedByPlayer)
            {
                Deposess();
            }
            else
            {
                Posess();
            }
        }
    }