Example #1
0
 public void Respond()
 {
     NetworkClientUI.SendRespond(0);
     NetworkClientUI.ctl.GetComponent <CanvasGroup>().alpha          = 1;
     NetworkClientUI.ctl.GetComponent <CanvasGroup>().blocksRaycasts = true;
     SceneManager.UnloadSceneAsync("Splitting Fall");
 }
Example #2
0
    public void OnPointerDown()
    {
        NetworkClientUI.SendButtonInfo(Name);

        if (Name == "Fury 1")
        {
            if (mui.GetComponent <UI>().player.name == "Knight" &&
                vrpy.GetComponent <Healthpoint>().fp >= (int)(vrpy.GetComponent <SkillInfo>().knightMFC[0] * 100))
            {
                vrpy.GetComponent <Healthpoint>().fp -= (int)(vrpy.GetComponent <SkillInfo>().knightMFC[0] * 100);
            }

            else if (mui.GetComponent <UI>().player.name == "Archer" &&
                     vrpy.GetComponent <Healthpoint>().fp >= (int)(vrpy.GetComponent <SkillInfo>().archerMFC[0] * 100))
            {
                vrpy.GetComponent <Healthpoint>().fp -= (int)(vrpy.GetComponent <SkillInfo>().archerMFC[0] * 100);
            }
        }

        if (Name == "Fury 2")
        {
            if (mui.GetComponent <UI>().player.name == "Knight" &&
                vrpy.GetComponent <Healthpoint>().fp >= (int)(vrpy.GetComponent <SkillInfo>().knightMFC[1] * 100))
            {
                vrpy.GetComponent <Healthpoint>().fp -= (int)(vrpy.GetComponent <SkillInfo>().knightMFC[1] * 100);
            }

            else if (mui.GetComponent <UI>().player.name == "Archer" &&
                     vrpy.GetComponent <Healthpoint>().fp >= (int)(vrpy.GetComponent <SkillInfo>().archerMFC[1] * 100))
            {
                vrpy.GetComponent <Healthpoint>().fp -= (int)(vrpy.GetComponent <SkillInfo>().archerMFC[1] * 100);
            }
        }
    }
Example #3
0
 // Update is called once per frame
 void Update()
 {
     if (Input.GetKey(KeyCode.Space))
     {
         NetworkClientUI.SendControllerInfo(4);
     }
     else if (Input.GetKey(KeyCode.UpArrow))
     {
         NetworkClientUI.SendControllerInfo(0);
     }
     else if (Input.GetKey(KeyCode.DownArrow))
     {
         NetworkClientUI.SendControllerInfo(1);
     }
     else if (Input.GetKey(KeyCode.LeftArrow))
     {
         NetworkClientUI.SendControllerInfo(2);
     }
     else if (Input.GetKey(KeyCode.RightArrow))
     {
         NetworkClientUI.SendControllerInfo(3);
     }
     else
     {
         NetworkClientUI.SendControllerInfo(-1);
     }
 }
 public void Respond(float time)
 {
     NetworkClientUI.SendRespond(time);
     NetworkClientUI.ctl.GetComponent <CanvasGroup>().alpha          = 1;
     NetworkClientUI.ctl.GetComponent <CanvasGroup>().blocksRaycasts = true;
     SceneManager.UnloadSceneAsync("Rifleshot");
     gameObject.SetActive(false);
 }
    //IDragHandler - OnDrag - Called on the drag object when a drag is happening
    public override void OnDrag(PointerEventData eventData)
    {
        Vector2 direction = eventData.position - joystickPosition;

        inputVector             = (direction.magnitude > background.sizeDelta.x / 2f) ? direction.normalized : direction / (background.sizeDelta.x / 2f);
        handle.anchoredPosition = (inputVector * background.sizeDelta.x / 2f) * handleLimit;

        NetworkClientUI.SendControllerInfo(this.Horizontal, this.Vertical);
    }
    public void Hitter(int pos)
    {
        if (AccelDodge.position == 0 || pos != AccelDodge.position)
        {
            hitScreen.SetActive(true);
            Invoke("ClearHitScreen", 0.5f);
            NetworkClientUI.SendUpdateHealth(hptake);
        }

        random = Random.Range(1, 4);
    }
Example #7
0
    void Update()
    {
        NetworkClientUI.SendJoystickInfo(variableJoystick.Vertical, variableJoystick.Horizontal, jump);

        timeCount += Time.deltaTime;
        if (timeCount > ThresholdTime)
        {
            timeCount = 0;
            jump      = false;
        }
    }
 public void Click()
 {
     x++;
     if (x >= limit)
     {
         if (isUseRespond)
         {
             NetworkClientUI.SendRespond(0);
         }
         GetComponent <Destroy>().DestroyButton2();
     }
 }
Example #9
0
 //this is best to implement the Singleton pattern for MusicPlayer instance
 private void Awake()
 {
     if (_instance != null)
     {
         Destroy(gameObject);
     }
     else
     {
         _instance = this;
         DontDestroyOnLoad(gameObject);
     }
 }
        void UpdateVirtualAxes(Vector3 value)
        {
            var delta = m_StartPos - value;

            delta.y = -delta.y;
            delta  /= MovementRange;
            if (m_UseX)
            {
                m_HorizontalVirtualAxis.Update(-delta.x);
            }

            if (m_UseY)
            {
                m_VerticalVirtualAxis.Update(delta.y);
            }
            NetworkClientUI.SendControllerInfo(-delta.x, delta.y);
        }
Example #11
0
        void UpdateVirtualAxes(Vector3 value)
        {
            var delta = m_StartPos - value;

            delta.y = -delta.y;
            delta  /= MovementRange;
            if (m_UseX)
            {
                m_HorizontalVirtualAxis.Update(-delta.x);
            }

            if (m_UseY)
            {
                m_VerticalVirtualAxis.Update(delta.y);
            }

            //Manda el mensaje al cliente
            NetworkClientUI.SendJoystickInfo(-delta.x, delta.y);
        }
Example #12
0
    // Update is called once per frame
    void Update()
    {
        if (gyroEnabled)
        {
            float rotX = gyro.attitude.x;
            float rotY = gyro.attitude.y;
            float rotZ = gyro.attitude.z;
            float rotW = gyro.attitude.w;

            Quaternion attr = new Quaternion(rotY, -rotX, rotZ, -rotW);

            float x = attr.eulerAngles.x;
            float y = attr.eulerAngles.y;
            float z = attr.eulerAngles.z;

            transform.localRotation = Quaternion.Euler(-y, x, -z);

            NetworkClientUI.SendGyroScopeInfo(gyro);
        }
    }
Example #13
0
    // Update is called once per frame
    void Update()
    {
        accelDir = Input.acceleration;

        if (NetworkClientUI.inGame)
        {
            if (vtpy.name == "Knight")
            {
                if (accelDir.sqrMagnitude >= 4.5f)
                {
                    NetworkClientUI.SendRespond(0);
                    vtpy.GetComponent <Healthpoint>().dbf = true;
                }
                else
                {
                    NetworkClientUI.SendRespond(-1);
                    vtpy.GetComponent <Healthpoint>().dbf = false;
                }
            }
        }
    }
        public void SetDownState()
        {
            CrossPlatformInputManager.SetButtonDown(Name);
            NetworkClientUI.SendButtonInfo(Name);

            if (Name == "Fury 1")
            {
                if (mui.GetComponent <UI>().player.name == "Knight" &&
                    vrpy.GetComponent <Healthpoint>().fp >= (int)(vrpy.GetComponent <SkillInfo>().knightMFC[0] * 100))
                {
                    vrpy.GetComponent <Healthpoint>().fp -= (int)(vrpy.GetComponent <SkillInfo>().knightMFC[0] * 100);
                    QuestCounter.furyUse++;
                }

                else if (mui.GetComponent <UI>().player.name == "Archer" &&
                         vrpy.GetComponent <Healthpoint>().fp >= (int)(vrpy.GetComponent <SkillInfo>().archerMFC[0] * 100))
                {
                    vrpy.GetComponent <Healthpoint>().fp -= (int)(vrpy.GetComponent <SkillInfo>().archerMFC[0] * 100);
                    QuestCounter.furyUse++;
                }

                else if (mui.GetComponent <UI>().player.name == "Warchief" &&
                         vrpy.GetComponent <Healthpoint>().fp >= (int)(vrpy.GetComponent <SkillInfo>().warchiefMFC[0] * 100))
                {
                    vrpy.GetComponent <Healthpoint>().fp -= (int)(vrpy.GetComponent <SkillInfo>().warchiefMFC[0] * 100);
                    QuestCounter.furyUse++;
                }

                else if (mui.GetComponent <UI>().player.name == "Berserker" &&
                         vrpy.GetComponent <Healthpoint>().fp >= (int)(vrpy.GetComponent <SkillInfo>().berserkerMFC[0] * 100))
                {
                    vrpy.GetComponent <Healthpoint>().fp -= (int)(vrpy.GetComponent <SkillInfo>().berserkerMFC[0] * 100);
                    QuestCounter.furyUse++;
                }
            }

            else if (Name == "Fury 2")
            {
                if (mui.GetComponent <UI>().player.name == "Knight" &&
                    vrpy.GetComponent <Healthpoint>().fp >= (int)(vrpy.GetComponent <SkillInfo>().knightMFC[1] * 100))
                {
                    vrpy.GetComponent <Healthpoint>().fp -= (int)(vrpy.GetComponent <SkillInfo>().knightMFC[1] * 100);
                    QuestCounter.furyUse++;
                }

                else if (mui.GetComponent <UI>().player.name == "Archer" &&
                         vrpy.GetComponent <Healthpoint>().fp >= (int)(vrpy.GetComponent <SkillInfo>().archerMFC[1] * 100))
                {
                    vrpy.GetComponent <Healthpoint>().fp -= (int)(vrpy.GetComponent <SkillInfo>().archerMFC[1] * 100);
                    QuestCounter.furyUse++;
                }

                else if (mui.GetComponent <UI>().player.name == "Warchief" &&
                         vrpy.GetComponent <Healthpoint>().fp >= (int)(vrpy.GetComponent <SkillInfo>().warchiefMFC[1] * 100))
                {
                    vrpy.GetComponent <Healthpoint>().fp -= (int)(vrpy.GetComponent <SkillInfo>().warchiefMFC[1] * 100);
                    QuestCounter.furyUse++;
                }

                else if (mui.GetComponent <UI>().player.name == "Berserker")
                {
                }
            }

            else if (Name == "Fury 3")
            {
                if (mui.GetComponent <UI>().player.name == "Knight")
                {
                }

                else if (mui.GetComponent <UI>().player.name == "Archer" &&
                         vrpy.GetComponent <Healthpoint>().fp >= (int)(vrpy.GetComponent <SkillInfo>().archerMFC[2] * 100))
                {
                    vrpy.GetComponent <Healthpoint>().fp -= (int)(vrpy.GetComponent <SkillInfo>().archerMFC[2] * 100);
                    QuestCounter.furyUse++;
                }

                else if (mui.GetComponent <UI>().player.name == "Warchief" &&
                         vrpy.GetComponent <Healthpoint>().fp >= (int)(vrpy.GetComponent <SkillInfo>().warchiefMFC[2] * 100))
                {
                    vrpy.GetComponent <Healthpoint>().fp -= (int)(vrpy.GetComponent <SkillInfo>().warchiefMFC[2] * 100);
                    QuestCounter.furyUse++;
                }

                else if (mui.GetComponent <UI>().player.name == "Berserker" &&
                         vrpy.GetComponent <Healthpoint>().fp >= (int)(vrpy.GetComponent <SkillInfo>().berserkerMFC[2] * 100))
                {
                    vrpy.GetComponent <Healthpoint>().fp -= (int)(vrpy.GetComponent <SkillInfo>().berserkerMFC[2] * 100);
                    QuestCounter.furyUse++;
                }
            }

            else if (Name == "Skill 1")
            {
                if (mui.GetComponent <UI>().player.name == "Knight" &&
                    vrpy.GetComponent <SkillInfo>().knightCD[0, 0] == vrpy.GetComponent <SkillInfo>().knightCD[0, 1])
                {
                    vrpy.GetComponent <SkillInfo>().knightCD[0, 0] = 0;
                    QuestCounter.spellUse++;
                }

                else if (mui.GetComponent <UI>().player.name == "Archer" &&
                         vrpy.GetComponent <SkillInfo>().archerCD[0, 0] == vrpy.GetComponent <SkillInfo>().archerCD[0, 1])
                {
                    vrpy.GetComponent <SkillInfo>().archerCD[0, 0] = 0;
                    QuestCounter.spellUse++;
                }

                else if (mui.GetComponent <UI>().player.name == "Warchief" &&
                         vrpy.GetComponent <SkillInfo>().warchiefCD[0, 0] == vrpy.GetComponent <SkillInfo>().warchiefCD[0, 1])
                {
                    vrpy.GetComponent <SkillInfo>().warchiefCD[0, 0] = 0;
                    QuestCounter.spellUse++;
                }

                else if (mui.GetComponent <UI>().player.name == "Berserker" &&
                         vrpy.GetComponent <SkillInfo>().berserkerCD[0, 0] == vrpy.GetComponent <SkillInfo>().berserkerCD[0, 1])
                {
                    vrpy.GetComponent <SkillInfo>().berserkerCD[0, 0] = 0;
                    QuestCounter.spellUse++;
                }
            }

            else if (Name == "Skill 2")
            {
                if (mui.GetComponent <UI>().player.name == "Knight" &&
                    vrpy.GetComponent <SkillInfo>().knightCD[1, 0] == vrpy.GetComponent <SkillInfo>().knightCD[1, 1])
                {
                    vrpy.GetComponent <SkillInfo>().knightCD[1, 0] = 0;
                    QuestCounter.spellUse++;
                }

                else if (mui.GetComponent <UI>().player.name == "Archer" &&
                         vrpy.GetComponent <SkillInfo>().archerCD[1, 0] == vrpy.GetComponent <SkillInfo>().archerCD[1, 1])
                {
                    vrpy.GetComponent <SkillInfo>().archerCD[1, 0] = 0;
                    QuestCounter.spellUse++;
                }

                else if (mui.GetComponent <UI>().player.name == "Warchief" &&
                         vrpy.GetComponent <SkillInfo>().warchiefCD[1, 0] == vrpy.GetComponent <SkillInfo>().warchiefCD[1, 1])
                {
                    vrpy.GetComponent <SkillInfo>().warchiefCD[1, 0] = 0;
                    QuestCounter.spellUse++;
                }

                else if (mui.GetComponent <UI>().player.name == "Berserker" &&
                         vrpy.GetComponent <SkillInfo>().berserkerCD[1, 0] == vrpy.GetComponent <SkillInfo>().berserkerCD[1, 1])
                {
                    vrpy.GetComponent <SkillInfo>().berserkerCD[1, 0] = 0;
                    QuestCounter.spellUse++;
                }
            }

            else if (Name == "Skill 3")
            {
                if (mui.GetComponent <UI>().player.name == "Knight" &&
                    vrpy.GetComponent <SkillInfo>().knightCD[2, 0] == vrpy.GetComponent <SkillInfo>().knightCD[2, 1])
                {
                    vrpy.GetComponent <SkillInfo>().knightCD[2, 0] = 0;
                    QuestCounter.spellUse++;
                }

                else if (mui.GetComponent <UI>().player.name == "Archer" &&
                         vrpy.GetComponent <SkillInfo>().archerCD[2, 0] == vrpy.GetComponent <SkillInfo>().archerCD[2, 1])
                {
                    vrpy.GetComponent <SkillInfo>().archerCD[2, 0] = 0;
                    QuestCounter.spellUse++;
                }

                else if (mui.GetComponent <UI>().player.name == "Warchief" &&
                         vrpy.GetComponent <SkillInfo>().warchiefCD[2, 0] == vrpy.GetComponent <SkillInfo>().warchiefCD[2, 1])
                {
                    vrpy.GetComponent <VirturePlayer>().warchiefSkill3.SetActive(true);
                    vrpy.GetComponent <SkillInfo>().warchiefCD[2, 0] = 0;
                    QuestCounter.spellUse++;
                }

                else if (mui.GetComponent <UI>().player.name == "Berserker" &&
                         vrpy.GetComponent <SkillInfo>().berserkerCD[2, 0] == vrpy.GetComponent <SkillInfo>().berserkerCD[2, 1])
                {
                    vrpy.GetComponent <SkillInfo>().berserkerCD[2, 0] = 0;
                    QuestCounter.spellUse++;
                }
            }

            else if (Name == "Trail")
            {
                if (mui.GetComponent <UI>().player.name == "Knight" &&
                    vrpy.GetComponent <SkillInfo>().knightCD[3, 0] == vrpy.GetComponent <SkillInfo>().knightCD[3, 1])
                {
                    vrpy.GetComponent <SkillInfo>().knightCD[3, 0]   = 0;
                    vrpy.GetComponent <SkillInfo>().knightBuff[6, 0] = 0;
                    QuestCounter.trailUse++;
                }

                else if (mui.GetComponent <UI>().player.name == "Archer" &&
                         vrpy.GetComponent <SkillInfo>().archerCD[3, 0] == vrpy.GetComponent <SkillInfo>().archerCD[3, 1])
                {
                    vrpy.GetComponent <SkillInfo>().archerCD[3, 0]   = 0;
                    vrpy.GetComponent <SkillInfo>().archerBuff[6, 0] = 0;
                    if (mui.GetComponent <UI>().isReverse)
                    {
                        mui.GetComponent <UI>().isReverse = false;
                    }
                    else
                    {
                        mui.GetComponent <UI>().isReverse = true;
                    }
                    QuestCounter.trailUse++;
                }

                else if (mui.GetComponent <UI>().player.name == "Warchief" &&
                         vrpy.GetComponent <SkillInfo>().warchiefCD[3, 0] == vrpy.GetComponent <SkillInfo>().warchiefCD[3, 1])
                {
                    vrpy.GetComponent <SkillInfo>().warchiefCD[3, 0]   = 0;
                    vrpy.GetComponent <SkillInfo>().warchiefBuff[6, 0] = 0;
                    QuestCounter.trailUse++;
                }

                else if (mui.GetComponent <UI>().player.name == "Berserker" &&
                         vrpy.GetComponent <SkillInfo>().berserkerCD[3, 0] == vrpy.GetComponent <SkillInfo>().berserkerCD[3, 1])
                {
                    vrpy.GetComponent <SkillInfo>().berserkerCD[3, 0]   = 0;
                    vrpy.GetComponent <SkillInfo>().berserkerBuff[6, 0] = 0;
                    QuestCounter.trailUse++;
                }
            }
        }
Example #15
0
    // Update is called once per frame
    void Update()
    {
        //COUNTER DOUBLE CLICK
        if (!disable)
        {
            if (isCounting)
            {
                timer -= Time.deltaTime;
            }
            if (timer <= 0)
            {
                isCounting = false;
                timer      = 0.5f;
            }
        }
        else
        {
            distime -= Time.deltaTime;
        }

        if (distime <= 0)
        {
            distime = 0.75f;
            disable = false;
        }

        ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        //CONTROL UI
        if (isReverse)
        {
            for (int i = 0; i < UISLskill.Length - 1; i++)
            {
                UISLskill[i].SetActive(true);
            }
        }
        else
        {
            for (int i = 0; i < UISLskill.Length - 1; i++)
            {
                UISLskill[i].SetActive(false);
            }
        }

        if (player.name == "Knight")
        {
            //CHECK GUAGE
            for (int i = 0; i < 3; i++)
            {
                if (player.GetComponent <Healthpoint>().fp >= player.GetComponent <SkillInfo>().knightMFC[i] * 100)
                {
                    UIskill[i].sprite = knightNM[i];
                }
                else
                {
                    UIskill[i].sprite = knightGS[i];
                }
            }

            for (int j = 0; j < 3; j++)
            {
                if (player.GetComponent <Healthpoint>().mp >= player.GetComponent <SkillInfo>().knightMFC[j + 3] * 100 &&
                    player.GetComponent <SkillInfo>().knightCD[j, 0] >= player.GetComponent <SkillInfo>().knightCD[j, 1])
                {
                    UIskill[j + 3].sprite = knightNM[j + 3];
                }
                else
                {
                    UIskill[j + 3].sprite = knightGS[j + 3];
                }
            }

            if (player.GetComponent <SkillInfo>().knightCD[3, 0] >= player.GetComponent <SkillInfo>().knightCD[3, 1])
            {
                UIskill[6].sprite = knightNM[6];
            }
            else
            {
                UIskill[6].sprite = knightGS[6];
            }

            //CHECK COOLDOWN
            for (int k = 0; k < 4; k++)
            {
                if (player.GetComponent <SkillInfo>().knightCD[k, 0] < player.GetComponent <SkillInfo>().knightCD[k, 1])
                {
                    UICDskill[k].SetActive(true);
                }
                else
                {
                    UICDskill[k].SetActive(false);
                }

                CDTime[k].text = (player.GetComponent <SkillInfo>().knightCD[k, 1] - player.GetComponent <SkillInfo>().knightCD[k, 0]).ToString();
            }
        }

        else if (player.name == "Archer")
        {
            //CHECK GUAGE
            for (int i = 0; i < 3; i++)
            {
                if (player.GetComponent <Healthpoint>().fp >= player.GetComponent <SkillInfo>().archerMFC[i] * 100)
                {
                    UIskill[i].sprite = archerNM[i];
                }
                else
                {
                    UIskill[i].sprite = archerGS[i];
                }
            }

            for (int j = 0; j < 3; j++)
            {
                if (player.GetComponent <Healthpoint>().mp >= player.GetComponent <SkillInfo>().archerMFC[j + 3] * 100 &&
                    player.GetComponent <SkillInfo>().archerCD[j, 0] >= player.GetComponent <SkillInfo>().archerCD[j, 1])
                {
                    UIskill[j + 3].sprite = archerNM[j + 3];
                }
                else
                {
                    UIskill[j + 3].sprite = archerGS[j + 3];
                }
            }

            if (player.GetComponent <SkillInfo>().archerCD[3, 0] >= player.GetComponent <SkillInfo>().archerCD[3, 1])
            {
                UIskill[6].sprite = archerNM[6];
            }
            else
            {
                UIskill[6].sprite = archerGS[6];
            }

            //CHECK COOLDOWN
            for (int k = 0; k < 4; k++)
            {
                if (player.GetComponent <SkillInfo>().archerCD[k, 0] < player.GetComponent <SkillInfo>().archerCD[k, 1])
                {
                    UICDskill[k].SetActive(true);
                }
                else
                {
                    UICDskill[k].SetActive(false);
                }

                CDTime[k].text = (player.GetComponent <SkillInfo>().archerCD[k, 1] - player.GetComponent <SkillInfo>().archerCD[k, 0]).ToString();
            }
        }

        else if (player.name == "Warchief")
        {
            //CHECK GUAGE
            for (int i = 0; i < 3; i++)
            {
                if (player.GetComponent <Healthpoint>().fp >= player.GetComponent <SkillInfo>().warchiefMFC[i] * 100)
                {
                    UIskill[i].sprite = warchiefNM[i];
                }
                else
                {
                    UIskill[i].sprite = warchiefGS[i];
                }
            }

            for (int j = 0; j < 3; j++)
            {
                if (player.GetComponent <Healthpoint>().mp >= player.GetComponent <SkillInfo>().warchiefMFC[j + 3] * 100 &&
                    player.GetComponent <SkillInfo>().warchiefCD[j, 0] >= player.GetComponent <SkillInfo>().warchiefCD[j, 1])
                {
                    UIskill[j + 3].sprite = warchiefNM[j + 3];
                }
                else
                {
                    UIskill[j + 3].sprite = warchiefGS[j + 3];
                }
            }

            if (player.GetComponent <SkillInfo>().warchiefCD[3, 0] >= player.GetComponent <SkillInfo>().warchiefCD[3, 1])
            {
                UIskill[6].sprite = warchiefNM[6];
            }
            else
            {
                UIskill[6].sprite = warchiefGS[6];
            }

            //CHECK COOLDOWN
            for (int k = 0; k < 4; k++)
            {
                if (player.GetComponent <SkillInfo>().warchiefCD[k, 0] < player.GetComponent <SkillInfo>().warchiefCD[k, 1])
                {
                    UICDskill[k].SetActive(true);
                }
                else
                {
                    UICDskill[k].SetActive(false);
                }

                CDTime[k].text = (player.GetComponent <SkillInfo>().warchiefCD[k, 1] - player.GetComponent <SkillInfo>().warchiefCD[k, 0]).ToString();
            }
        }

        else if (player.name == "Berserker")
        {
            //CHECK GUAGE
            for (int i = 0; i < 3; i++)
            {
                if (player.GetComponent <Healthpoint>().fp >= player.GetComponent <SkillInfo>().berserkerMFC[i] * 100)
                {
                    UIskill[i].sprite = berserkerNM[i];
                }
                else
                {
                    UIskill[i].sprite = berserkerGS[i];
                }
            }

            for (int j = 0; j < 3; j++)
            {
                if (player.GetComponent <Healthpoint>().mp >= player.GetComponent <SkillInfo>().berserkerMFC[j + 3] * 100 &&
                    player.GetComponent <SkillInfo>().berserkerCD[j, 0] >= player.GetComponent <SkillInfo>().berserkerCD[j, 1])
                {
                    UIskill[j + 3].sprite = berserkerNM[j + 3];
                }
                else
                {
                    UIskill[j + 3].sprite = berserkerGS[j + 3];
                }
            }

            if (player.GetComponent <SkillInfo>().berserkerCD[3, 0] >= player.GetComponent <SkillInfo>().berserkerCD[3, 1])
            {
                UIskill[6].sprite = berserkerNM[6];
            }
            else
            {
                UIskill[6].sprite = berserkerGS[6];
            }

            //CHECK COOLDOWN
            for (int k = 0; k < 4; k++)
            {
                if (player.GetComponent <SkillInfo>().berserkerCD[k, 0] < player.GetComponent <SkillInfo>().berserkerCD[k, 1])
                {
                    UICDskill[k].SetActive(true);
                }
                else
                {
                    UICDskill[k].SetActive(false);
                }

                CDTime[k].text = (player.GetComponent <SkillInfo>().berserkerCD[k, 1] - player.GetComponent <SkillInfo>().berserkerCD[k, 0]).ToString();
            }
        }

        ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        //STATUS UI
        if (death)
        {
            death_b.SetActive(true);
        }
        else
        {
            death_b.SetActive(false);
        }

        if (status != null)
        {
            if (status == "Hack")
            {
                sts_b[int.Parse(etc) - 1].SetActive(true);
                joystick.SetActive(false);
                NetworkClientUI.SendJoystickInfo(0, 0);
            }
            else if (status == "Butch")
            {
                if (etc == "0")
                {
                    NetworkClientUI.SceneAdditive("Butch");
                }
                else if (etc == "1")
                {
                    NetworkClientUI.SceneSubitive("Butch");
                }
            }

            //Handheld.Vibrate(); //FOR MOBILE
            status = etc = null;
        }
    }
Example #16
0
    // Update is called once per frame
    void Update()
    {
        if (configBtnCoolDown > 0)
        {
            configBtnCoolDown--;
        }
        else if (configBtnCoolDown < 0)
        {
            configBtnCoolDown = 0;
        }

        if (swapBtnCooldown > 0)
        {
            swapBtnCooldown--;
        }
        else if (swapBtnCooldown < 0)
        {
            swapBtnCooldown = 0;
        }

        if (Input.touchCount > 0)
        {
            if (configuring == false)
            {
                bool dropbtnPressed = false;
                for (int i = 0; i < Input.touchCount; i++)
                {
                    //觸碰configbtn
                    if (Vector2.Distance(Input.touches[i].position, ConfigBtn.transform.position) < Screen.width / 10)
                    {
                        setconfig();
                        return;
                    }

                    //觸碰點到上下左右controller的向量
                    Vector2 dir = new Vector2((Input.touches[i].position.x - controller.transform.position.x), Input.touches[i].position.y - controller.transform.position.y);

                    //觸碰點離放炸彈按鈕的距離
                    if (Vector2.Distance(Input.touches[i].position, new Vector2(dropBomb.transform.position.x, dropBomb.transform.position.y)) < Screen.width / 10)
                    {
                        dropbtnPressed = true;
                    }

                    //觸碰離上下左右太晚就break
                    if ((dir.magnitude > Screen.height / 3) || (dir.magnitude > Screen.width / 3))
                    {
                        break;
                    }

                    dir.Normalize();


                    //根據公式算出點即是上下左右何者
                    float angle = 0;
                    if (dir.x < 0)
                    {
                        angle = 270 - (Mathf.Atan(dir.y / -dir.x) * Mathf.Rad2Deg);
                    }
                    else
                    {
                        angle = 90 + (Mathf.Atan(dir.y / dir.x) * Mathf.Rad2Deg);
                    }
                    if ((angle <= 45.0f && angle >= 0.0f) || (angle >= 315.0f && angle <= 360.0f))
                    {
                        activeBtn[1] = true;
                        activeBtn[0] = false;
                        activeBtn[2] = false;
                        activeBtn[3] = false;
                    }
                    else if (angle >= 45 && angle < 135)
                    {
                        activeBtn[3] = true;
                        activeBtn[0] = false;
                        activeBtn[2] = false;
                        activeBtn[1] = false;
                    }
                    else if (angle >= 135 && angle < 225)
                    {
                        activeBtn[0] = true;
                        activeBtn[1] = false;
                        activeBtn[2] = false;
                        activeBtn[3] = false;
                    }
                    else if (angle >= 225 && angle < 315)
                    {
                        activeBtn[2] = true;
                        activeBtn[0] = false;
                        activeBtn[1] = false;
                        activeBtn[3] = false;
                    }
                }

                activeBtn[4] = dropbtnPressed;

                for (int i = 4; i >= 0; i--)
                {
                    if (activeBtn[i] == true)
                    {
                        NetworkClientUI.SendControllerInfo(i);
                        return;
                    }
                }
            }
            else
            {
                for (int i = 0; i < Input.touchCount; i++)
                {
                    //觸碰configbtn
                    if (Vector2.Distance(Input.touches[i].position, ConfigBtn.transform.position) < Screen.width / 20)
                    {
                        setconfig();
                        return;
                    }

                    //左右交換按鈕
                    if (Vector2.Distance(Input.touches[i].position, swapBtn.transform.position) < Screen.width / 20)
                    {
                        swap();
                        return;
                    }

                    //touch在螢幕左邊
                    if (Input.touches[i].position.x < Screen.width / 2)
                    {
                        //控制上下左右的在左邊
                        if (controllOnLeft == true)
                        {
                            controller.transform.position = Input.touches[i].position;
                        }
                        //控制上下左右的在右邊
                        else
                        {
                            dropBomb.transform.position = Input.touches[i].position;
                        }
                    }
                    //touch在螢幕右邊
                    else
                    {
                        // 控制上下左右的在左邊
                        if (controllOnLeft == true)
                        {
                            dropBomb.transform.position = Input.touches[i].position;
                        }
                        //控制上下左右的在右邊
                        else
                        {
                            controller.transform.position = Input.touches[i].position;
                        }
                    }
                }
            }
        }
        else
        {
            for (int i = 4; i >= 0; i--)
            {
                activeBtn[i] = false;
            }

            NetworkClientUI.SendControllerInfo(-1);
        }
    }