private void Update() { if (!movementLocked) { distance = Vector3.Distance(target.position, transform.position); if (distance >= lr) { enemyAnim.SetBool("cruising", false); return; } if (distance <= lr && !enemyAnim.GetBool("dead")) { agent.SetDestination(target.position); enemyAnim.SetBool("cruising", true); if (distance <= agent.stoppingDistance) { FaceTarget(); } } if (distance < agent.stoppingDistance) { enemyAnim.SetBool("cruising", false); if (testFight.windUp) { if (canAttack && beat.IsOnBeat(preStart)) { WindUP(); } } else { if (canAttack && beat.IsOnBeat(preStart)) { Attack(); } } if (startAttackbreak && !canAttack) { StartCoroutine("ChangeAttackBool"); } } if (enemyAnim.GetBool("windUpAttack")) { WindUpAttack(); } if (hit) { //Debug.Log("HIT"); hit = false; GetHit(); } } }
public override bool CheckBeat(IState state) { if (state is Attack) { if (beatanalyse.IsOnBeat(preStartAttack)) { return(true); } } else if (state is WaveAttack) { if (beatanalyse.IsOnBeat(preStartSpecialAttack)) { return(true); } } return(false); }
private void Update() { if (!screenShake && beat.IsOnBeat(0)) { SpeedCalculation(); } if (screenShake) { ScreenShake(); } }
// Update is called once per frame void Update() { if (Input.GetAxisRaw("LeftTrigger") >= 0.5f) { triggerLeft = true; } else { triggerLeft = false; } //if (shakeEnabled) //{ // JuiceDashCamShake(); //} // if (currentState != ChargeStates.final) // { if (abilityReady) { if (Input.GetButtonUp("Dash")) { ChangeChargeState(ChargeStates.success); } } if (Input.GetButton("Dash") && triggerLeft) { if (beatAnalyse.IsOnBeat(1000) && beat == false) { player.chargedDash = true; beat = true; Debug.Log("Changing ChargeState"); ChangeChargeState(nextState); } else if (!beatAnalyse.IsOnBeat(1000)) { beat = false; } } }
public override bool CheckBeat(IState state) { //Debug.Log("CheckingBeat"); if (state is Attack) { //Debug.Log("IsAttack"); if (beatanalyse.IsOnBeat(preStartAttack)) { //Debug.Log("HitBeat"); return(true); } } else if (state is SpecialAttack) { //Debug.Log("IsAttack"); if (beatanalyse.IsOnBeat(preStartSpecialAttack)) { //Debug.Log("HitBeat"); return(true); } } return(false); }
void PulseConstantly() { if (musicBox.IsOnBeat(1000)) { material.SetFloat("_Intensity", maxIntensity); } else { if (lerping) { material.SetFloat("_Intensity", Mathf.Lerp(maxIntensity, baseIntensity, pulseSpeed)); } else { material.SetFloat("_Intensity", baseIntensity); } } }
void Update() { if (beatAnal.IsOnBeat(5000)) { started = true; } if (started) { if (i < 10) { i += 1.5f; renderer.materials[0].SetFloat("_Amount", i); renderer.materials[0].SetFloat("_Alpha", i); } else { started = false; i = 0.1f; renderer.materials[0].SetFloat("_Amount", i); renderer.materials[0].SetFloat("_Alpha", i); } } }
// Update is called once per frame void Update() { inputPackage = inputController.InputPackage; if (!beatBox.IsOnBeat(100)) { beat = false; } #region TriggerResets anim.ResetTrigger("jumping"); anim.ResetTrigger("attacking"); anim.ResetTrigger("evasion"); anim.ResetTrigger("evasionRight"); anim.ResetTrigger("evasionLeft"); #endregion if (evasion) { if (!blockRotationPlayer) { transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(desiredMoveDirection), desiredRotationSpeed); } controller.Move(desiredMoveDirection * Time.deltaTime * evasionSpeed); StartCoroutine(animationLock()); } if (!animationLocked) { if (inputPackage.CameraButton) { ChangePlayerStance(nextStance); } if (inputPackage.InputA) { if (beatBox.IsOnBeat(100) && stanceChargeLevel < 4 && !beat) { stanceChargeLevel++; Debug.Log("StanceChargeLevel: " + stanceChargeLevel); beat = true; } Jump(); } if (inputPackage.TriggerRight != 0) { if (beatBox.IsOnBeat(100) && stanceChargeLevel < 4 && !beat) { stanceChargeLevel++; Debug.Log("StanceChargeLevel: " + stanceChargeLevel); beat = true; } Attack(); StartCoroutine(animationLock()); } if (inputPackage.InputB) { if (beatBox.IsOnBeat(100) && stanceChargeLevel < 4 && !beat) { stanceChargeLevel++; Debug.Log("StanceChargeLevel: " + stanceChargeLevel); beat = true; } var forward = cam.transform.forward; var right = cam.transform.right; forward.y = 0f; right.y = 0f; forward.Normalize(); right.Normalize(); desiredMoveDirection = forward * InputZ + right * InputX; Evade(); StartCoroutine(animationLock()); } InputMagnitude(); isGrounded = controller.isGrounded; if (isGrounded) { verticalVel = 0; } else { verticalVel -= 2; } moveVector = new Vector3(0, verticalVel, 0); controller.Move(moveVector); } }