Example #1
0
 public IEnumerator EnablePlayerListener()
 {
     while (status == creatureMode.playerReact)
     {
         if (Input.GetKey(KeyCode.A))
         {
             ExecuteAction(creatureActions.attack);
         }
         else if (Input.GetKey(KeyCode.D))
         {
             ExecuteAction(creatureActions.defend);
         }
         else if (Input.GetKey(KeyCode.S) && lastAction != creatureActions.summoned)
         {
             lastAction = creatureActions.summoned;
             ExecuteAction(creatureActions.summoned);
             Debug.Log("RUNNING SUMMON");
         }
         else
         {
             //...
         }
         yield return(null);
     }
 }
Example #2
0
 public void ExecuteCurrentMode(PathArray requiredPath = null, creatureActions requiredAction = creatureActions.idle)
 {
     nextPathIndex = 0;
     lastAction    = creatureActions.idle;
     if (status == creatureMode.random)
     {
         GoOnRandomPath(requiredPath);
     }
     else if (status == creatureMode.playerReact)
     {
         GoOnPlayerReact();
     }
     else if (status == creatureMode.pathSpecific)
     {
         GoOnSpecificPath(requiredPath);
     }
 }
Example #3
0
 public void ExecuteAction(creatureActions calledAction)
 {
     if (calledAction == creatureActions.attack)
     {
         // activate attack animation state
     }
     else if (calledAction == creatureActions.summoned)
     {
         // activate summoned animation state
         GoToPlayerLocation();
         ExecuteAction(creatureActions.idle);
     }
     else if (calledAction == creatureActions.die)
     {
         // activate die animation state
     }
     //.....
 }