Example #1
0
 /// <summary>
 /// Locks and unlocks the controls.
 /// </summary>
 /// <param name="isTurnAllowed">If set to <c>true</c> is turn allowed.</param>
 /// <param name="isMovementAllowed">If set to <c>true</c> is movement allowed.</param>
 /// <param name="isSprintAllowed">If set to <c>true</c> is sprint allowed.</param>
 protected void setControls(bool isTurnAllowed, bool isMovementAllowed, bool isSprintAllowed)
 {
     if (_combatHandler.GetComponent <PlayerMovementControl> () != null)
     {
         PlayerMovementControl pmc = _combatHandler.GetComponent <PlayerMovementControl> ();
         pmc.SetIsTurnAllowed(isTurnAllowed);
         pmc.SetIsMovementAllowed(isMovementAllowed);
         pmc.SetIsSprintAllowed(isSprintAllowed);
     }
 }
Example #2
0
 /// <summary>
 /// Locks player controls that was set in the editor
 /// </summary>
 protected virtual void lockControls()
 {
     if (_combatHandler.GetComponent <PlayerMovementControl> () != null)
     {
         PlayerMovementControl pmc = _combatHandler.GetComponent <PlayerMovementControl> ();
         if (!_isTurnAllowed)
         {
             pmc.SetIsTurnAllowed(false);
         }
         if (!_isMovmentAllowed)
         {
             pmc.SetIsMovementAllowed(false);
         }
         if (!_isSprintAllowed)
         {
             pmc.SetIsSprintAllowed(false);
         }
     }
 }
Example #3
0
    /// <summary>
    /// Unlock player controls that was locked
    /// </summary>
    /// <param name="seconds">Seconds.</param>
    protected virtual void unlockControls()
    {
        if (_combatHandler.GetComponent <PlayerMovementControl> () != null)
        {
            PlayerMovementControl pmc = _combatHandler.GetComponent <PlayerMovementControl> ();
//			if (!_isTurnAllowed)
            pmc.SetIsTurnAllowed(true);
//			if (!_isMovmentAllowed)
            pmc.SetIsMovementAllowed(true);
//			if (!_isSprintAllowed)
            pmc.SetIsSprintAllowed(true);
        }
//			if (_weapon.GetOwner ().GetComponent<PlayerMovementControl> () != null) {
//				PlayerMovementControl pmc = _weapon.GetOwner ().GetComponent<PlayerMovementControl> ();
//				if (!_isTurnAllowed)
//					pmc.SetIsTurnAllowed (true);
//				if (!_isMovmentAllowed)
//					pmc.SetIsMovementAllowed (true);
//				if (!_isSprintAllowed)
//					pmc.SetIsSprintAllowed (true);
//			}
    }
    /// <summary>
    /// Activate / Use this instance.
    /// </summary>
    public override void Activate()
    {
        if (_status == ABILITY_STATUS.AVAILABLE)
        {
            //
            //Ability base code
            //
            //stop player from turning during attack
            if (_weapon.GetOwner().GetComponent <PlayerMovementControl> () != null)
            {
                PlayerMovementControl pmc = _weapon.GetOwner().GetComponent <PlayerMovementControl> ();
                if (!_isTurnAllowed)
                {
                    pmc.SetIsTurnAllowed(false);
                }
                if (!_isMovmentAllowed)
                {
                    pmc.SetIsMovementAllowed(false);
                }
                if (!_isSprintAllowed)
                {
                    pmc.SetIsSprintAllowed(false);
                }
            }

            //
            //AbilityAnimationAttack base code with changes
            //
            _weapon.SetDamage(_damage);
            _animator.SetBool(_animHash, true);
            StartCoroutine(CoroutineHelper.IEChangeAnimBool(_animator, _animHash, false, _animTime1));

//			Vector3 targetPos;
//			if (_aimAssist && _targetFound) {
//				targetPos = _animator.transform.position + ((_targetPos - _animator.transform.position).normalized * _movementForward);
//			} else {
//				targetPos = _animator.transform.position + (_animator.transform.forward * _movementForward);
//			}
//			StartCoroutine (MathHelper.IELerpPositionOverTime (_animator.transform, _animator.transform.position, targetPos, 0.5f));

            //
            //AbilityUltimateWarrior code
            //
//			_combatHandler.ResetUltimateGuage ();
            _combatHandler.SetUltimatePoint(0);
//			StartCoroutine (IEPositionWeapon (_animTime1));
            _combatHandler.PositionUltimateWeapon(_animTime1);
//			StartCoroutine (IEActivateDamagingPoint (_weapon, _animTime1, 0.25f));
            ActivateDamagingPoint(_weapon, _animTime1, 0.25f);
            StartCoroutine(IECheckInUse(_animTime1));
            StartCoroutine(IEUnlockControls(_coolDown));
            StartCoroutine(IERotate(_animTime1, _rotationSpeed));
            StartCoroutine(IESetRigidbodyRotYConstraint(_animTime1));
            foreach (var dp in _weapon.GetDamagingPoints())
            {
                StartCoroutine(DamagingPoint.IESetOneTimeDamage(dp, _animTime1, false));
            }

            //particle
//			ParticleController.PC.InstantiateParticle(ParticleController.PARTICLE_TYPE.WARRIOR_ULT_TORNADO, _combatHandler.transform.position, 0f, _animTime1, _combatHandler.transform);
        }
        else
        {
        }
    }