Example #1
0
    void selectCharacter(string n)
    {
        name = n;
        derp = new PongSkill("fireblast");
        switch (n)
        {
        case "Vida":
            health       = 20;
            speed        = 6;
            skillPassive = new PongSkill("incinerate");
            skillA       = new PongSkill("fireblast");
            skillB       = new PongSkill("ignite");
            skillC       = new PongSkill("firewall");
            break;

        case "Sora":
            health       = 22;
            speed        = 4.5f;
            skillPassive = new PongSkill("rising wind");
            skillA       = new PongSkill("lightning strike");
            skillB       = new PongSkill("breeze");
            skillC       = new PongSkill("whiplash");
            break;
        }
    }
Example #2
0
 // Use this for initialization
 void Start()
 {
     currHealth = maxHealth;
     currPower  = basePower;
     currArmor  = baseArmor;
     //
     effectsList  = new List <PlayerEffects>();
     paddleScript = this.GetComponent <PaddleController>();
     currentSkill = null;
 }
Example #3
0
 void updateSkills()
 {
     //check if using a skill
     if (!isAction())
     {
         currentSkill = new PongSkill("null");
     }
     //cooldown all skills
     skillPassive.updateSkill();
     skillA.updateSkill();
     skillB.updateSkill();
     skillC.updateSkill();
 }
Example #4
0
    //use a skill
    public string useSkill(PongSkill skill)
    {
        if (!isAction() && !skill.isOnCooldown())
        {
            //normal
            skill.goOnCooldown();
            switch (skill.getName())
            {
            //sora
            case "lightning strike":
                useLightningStrike();
                break;

            case "breeze":
                useBreeze();
                break;

            case "whiplash":
                useWhiplash();
                break;

            //vida
            case "firewall":
                useFirewall();
                break;

            case "fireblast":
                useFireblast();
                break;

            case "forward smash":
                paddleScript.forwardSmash();
                break;

            case "ignite":
                useIgnite();
                break;
            }
            currentSkill = skill;
            //rising wind check
            if (getSkillPassive().getName() == "rising wind")
            {
                getSkillPassive().risindWindDecrement();
            }
            return(skill.getName());
        }
        else
        {
            return("none");
        }
    }
Example #5
0
    //skills affecting this ball
    void paddleEffectsCheck(PlayerController pc)
    {
        //check player's current skills
        PongSkill skill     = pc.getCurrentSkill();
        string    skillName = skill.getName();

        if (pc.isAction())
        {
            if (skillName == "forward smash")
            {
                velocity = new Vector3(velocity.x * skill.getMovementModifier().x, velocity.y * skill.getMovementModifier().y, velocity.z * skill.getMovementModifier().z);
            }
            if (skillName == "lightning strike")
            {
                addEffect("lightning straight");
            }
        }
    }
Example #6
0
    //ball hit the paddle
    void paddleHit(GameObject p)
    {
        Vector3 pos       = this.transform.position;
        Vector3 paddlePos = p.transform.position;

        PlayerController pc    = p.transform.parent.gameObject.GetComponent <PlayerController>();
        PongSkill        skill = pc.getCurrentSkill();

        //ball affected by paddle skills?
        paddleEffectsCheck(pc);
        //paddle affected by ball effects?
        ballEffectsCheck(pc);
        //damage player on collision
        if (damageOnCollision)
        {
            damageToPlayer(pc, 1);
        }
        //calculate bounce factor
        float lengthThird             = .3f;
        float velocityVerticalBoost   = 1.2f;
        float velocityVerticalShrink  = .7f;
        float velocityHorizontalBoost = 1.4f;

        //change reflection depending on where it hit on the paddle
        if (paddlePositionMatters)
        {
            velocity.y = Mathf.Asin(pos.y - paddlePos.y) * 7;
            if (Mathf.Abs(velocity.y) > 20)
            {
                velocity.y *= velocityVerticalShrink;
            }
        }

        //increase velocity
        changeVelocity(speedContactMultiplier);
        //flip the ball
        reflectX();
    }
 void selectCharacter(string n)
 {
     name = n;
     derp = new PongSkill("fireblast");
     switch(n){
     case "Vida":
         health = 20;
         speed = 6;
         skillPassive = new PongSkill("incinerate");
         skillA = new PongSkill("fireblast");
         skillB = new PongSkill("ignite");
         skillC = new PongSkill("firewall");
         break;
     case "Sora":
         health = 22;
         speed = 4.5f;
         skillPassive = new PongSkill("rising wind");
         skillA = new PongSkill("lightning strike");
         skillB = new PongSkill("breeze");
         skillC = new PongSkill("whiplash");
         break;
     }
 }
 public void setSkillA(PongSkill s)
 {
     skillA = s;
 }
 public void setSkillC(PongSkill s)
 {
     skillC = s;
 }
Example #10
0
 public void setSkillC(PongSkill s)
 {
     skillC = s;
 }
Example #11
0
 public void setSkillB(PongSkill s)
 {
     skillB = s;
 }
Example #12
0
 public void setSkillA(PongSkill s)
 {
     skillA = s;
 }
Example #13
0
 public void setSkillPassive(PongSkill s)
 {
     skillPassive = s;
 }
 public void setSkillPassive(PongSkill s)
 {
     skillPassive = s;
 }
 public void setSkillB(PongSkill s)
 {
     skillB = s;
 }
 //use a skill
 public string useSkill(PongSkill skill)
 {
     if(!isAction() && !skill.isOnCooldown()){
         //normal
         skill.goOnCooldown();
         switch(skill.getName()){
         //sora
         case "lightning strike":
             useLightningStrike();
             break;
         case "breeze":
             useBreeze();
             break;
         case "whiplash":
             useWhiplash();
             break;
         //vida
         case "firewall":
             useFirewall();
             break;
         case "fireblast":
             useFireblast();
             break;
         case "forward smash":
             paddleScript.forwardSmash();
             break;
         case "ignite":
             useIgnite();
             break;
         }
         currentSkill = skill;
         //rising wind check
         if(getSkillPassive().getName() == "rising wind"){
             getSkillPassive().risindWindDecrement();
         }
         return skill.getName();
     }else{
         return "none";
     }
 }
 void updateSkills()
 {
     //check if using a skill
     if(!isAction ()){
         currentSkill = new PongSkill("null");
     }
     //cooldown all skills
     skillPassive.updateSkill();
     skillA.updateSkill();
     skillB.updateSkill();
     skillC.updateSkill();
 }
 // Use this for initialization
 void Start()
 {
     currHealth = maxHealth;
     currPower = basePower;
     currArmor = baseArmor;
     //
     effectsList = new List<PlayerEffects>();
     paddleScript = this.GetComponent<PaddleController>();
     currentSkill = null;
 }