public Sprite LoadMode(GameObject gameObject, SpriteModes Mode, float player1position, float player2position, int player)
        {
            Sprite sprite;

            if (Mode != SpriteModes.Walk)
            {
                spritePosition++;
            }

            if (Mode != lastMode)
            {
                spritePosition = 0;
                lastMode       = Mode;
            }

            Debug.Log(spritePosition);

            switch (Mode)
            {
            case SpriteModes.Normal:
                if (spritePosition >= normal.Length)
                {
                    spritePosition = 0;
                }
                sprite = gameObject.GetComponent <SpriteRenderer>().sprite = normal[spritePosition];
                break;

            case SpriteModes.Walk:
                bool direction;
                if (player1position < player2position)
                {
                    direction = player1position > lastPosition;
                }
                else
                {
                    direction = player1position < lastPosition;
                }

                if (direction)
                {
                    spritePosition++;
                    if (walkingBack)
                    {
                        spritePosition = 0;
                        walkingBack    = false;
                    }
                    if (spritePosition >= walk.Length)
                    {
                        spritePosition = 0;
                    }
                }
                else
                {
                    spritePosition--;
                    if (!walkingBack)
                    {
                        spritePosition = 5;
                        walkingBack    = true;
                    }
                    if (spritePosition < 0)
                    {
                        spritePosition = 5;
                    }
                }
                sprite = gameObject.GetComponent <SpriteRenderer>().sprite = walk[spritePosition];
                break;

            case SpriteModes.Ninjutsu:
                if (spritePosition >= ninjutsu.Length)
                {
                    spritePosition = 0;
                    if (player == 1)
                    {
                        CompletePlayerController.spriteMode = SpriteModes.Normal;
                    }
                    else
                    {
                        CompletePlayer2Controller.spriteMode = SpriteModes.Normal;
                    }
                }
                sprite = gameObject.GetComponent <SpriteRenderer>().sprite = ninjutsu[spritePosition];
                break;

            case SpriteModes.Chakra:
                if (spritePosition >= chakra.Length)
                {
                    spritePosition = 2;
                }
                sprite = gameObject.GetComponent <SpriteRenderer>().sprite = chakra[spritePosition];
                break;

            case SpriteModes.Combo1:
                if (spritePosition >= combo1.Length)
                {
                    spritePosition = 0;
                    if (player == 1)
                    {
                        CompletePlayerController.spriteMode = SpriteModes.Normal;
                    }
                    else
                    {
                        CompletePlayer2Controller.spriteMode = SpriteModes.Normal;
                    }
                }
                sprite = gameObject.GetComponent <SpriteRenderer>().sprite = combo1[spritePosition];
                break;

            default:
                return(null);
            }

            lastPosition = player1position;
            return(sprite);
        }
Example #2
0
    void Update()
    {
        InputHelper input = new InputHelper(2);

        if (transform.position.x > player1.transform.position.x)
        {
            transform.localRotation = Quaternion.Euler(0, 0, 0);
        }
        else
        {
            transform.localRotation = Quaternion.Euler(0, 180, 0);
        }

        if (Input.GetAxis("L_XAxis_2") < 0 || input.AnalogLeft.Left == ControlAction.Down)
        {
            //if (!moveRight)
            //{
            //    rb2d.velocity = Vector3.zero;
            //    rb2d.angularVelocity = 0;
            //}

            //moveRight = false;
        }

        if (Input.GetAxis("L_XAxis_2") > 0 || input.AnalogLeft.Right == ControlAction.Down)
        {
            if (!moveRight)
            {
                rb2d.velocity        = Vector3.zero;
                rb2d.angularVelocity = 0;
            }

            moveRight = true;
        }

        if (Input.GetAxis("L_XAxis_2") != 0 || input.AnalogLeft.Left == ControlAction.Pressing || input.AnalogLeft.Right == ControlAction.Pressing)
        {
            if (spriteHelper.lastMode == SpriteModes.Normal)
            {
                spriteMode = SpriteModes.Walk;
            }
        }

        if (Input.GetAxis("L_XAxis_2") == 0 || input.AnalogLeft.Left == ControlAction.Up || input.AnalogLeft.Right == ControlAction.Up)
        {
            if (spriteHelper.lastMode == SpriteModes.Walk)
            {
                spriteMode = SpriteModes.Normal;
            }

            moveRight = false;
        }

        if (Input.GetButtonDown("A_2") || input.AnalogLeft.Up == ControlAction.Down)
        {
            if (transform.position.y < 5)
            {
                Vector2 movement = new Vector2(0, 20);
                rb2d.AddForce(movement * speed);
            }
        }

        if (Input.GetAxis("L_YAxis_2") > 0 || input.AnalogLeft.Down == ControlAction.Pressing)
        {
            Vector2 movement = new Vector2(0, -50);
            rb2d.AddForce(movement * speed);
        }

        if (Input.GetButtonDown("Y_2") || input.Y == ControlAction.Down)
        {
            spriteMode = SpriteModes.Chakra;
        }

        if (Input.GetButtonUp("Y_2") || input.Y == ControlAction.Up)
        {
            spriteMode = SpriteModes.Normal;
        }

        if (Input.GetButton("Y_2") || input.Y == ControlAction.Pressing)
        {
            if (chakra.GetComponent <RectTransform>().sizeDelta.x < 200)
            {
                chakra.GetComponent <RectTransform>().localPosition -= new Vector3(0.5f, 0, 0);
                chakra.GetComponent <RectTransform>().sizeDelta     += new Vector2(1, 0);
            }
        }

        if (Input.GetButtonDown("B_2") || input.B == ControlAction.Down)
        {
            spriteMode = SpriteModes.Combo1;
        }

        if (Vector3.Distance(transform.position, player1.transform.position) <= 5)
        {
            if (Input.GetKeyDown(KeyCode.Space) || Input.GetButtonDown("B_2"))
            {
                lifePlayer1.GetComponent <RectTransform>().localPosition -= new Vector3(2.5F, 0, 0);
                lifePlayer1.GetComponent <RectTransform>().sizeDelta     -= new Vector2(5, 0);
            }
        }

        if (Input.GetKeyDown(KeyCode.Z) || Input.GetButtonDown("RB_2"))
        {
            if (chakra.GetComponent <RectTransform>().sizeDelta.x >= 20)
            {
                chakra.GetComponent <RectTransform>().localPosition += new Vector3(10, 0, 0);
                chakra.GetComponent <RectTransform>().sizeDelta     -= new Vector2(20, 0);
                ninjustuTextPlayer1.text = character.Ninjutsu;
                ninjutsuHolder.GetComponent <RectTransform>().sizeDelta = new Vector2(character.Ninjutsu.Length * 25, 50);
                spriteMode = SpriteModes.Ninjutsu;

                if (Vector3.Distance(transform.position, player1.transform.position) <= 5)
                {
                    lifePlayer1.GetComponent <RectTransform>().localPosition -= new Vector3(10F, 0, 0);
                    lifePlayer1.GetComponent <RectTransform>().sizeDelta     -= new Vector2(20, 0);
                }
            }
        }
    }
Example #3
0
 public SetSpriteCommand(MainStage instnace, SpriteModes mode)
 {
     GameInstnace = instnace;
     SpriteMode   = mode;
 }