Exemple #1
0
        // Update is called once per frame
        void Update()
        {
            Vector2 move = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));

            if (move.sqrMagnitude < 0.2f)
            {
                move = Vector2.zero;
            }

            if (Input.GetButtonDown("Swap Weapon"))
            {
                actor.SwapWeapons();
            }

            if (actor.CanMove)
            {
                if (!DialogUI.Instance.visible)
                {
                    if (Input.GetButtonDown("Sprint"))
                    {
                        if (!actor.sprinting && actor.AttackCharge <= 1f)
                        {
                            actor.sprinting     = true;
                            actor.AttackCharge /= 2f;
                        }
                    }


                    if (Input.GetButtonUp("Sprint"))
                    {
                        actor.sprinting = false;
                    }

                    if (move.sqrMagnitude <= 0f && actor.sprinting)
                    {
                        move = actor.TransformDirection(Vector2.right);
                    }

                    //Debug.Log("Moving towards" + actor.movementDirection + actor.IsMoving);
                    actor.Move(move);
                }


                if (Input.GetButtonDown("Attack"))
                {
                    if (UI.DialogUI.Instance.visible)
                    {
                        UI.DialogUI.Instance.OnNextDown();
                    }
                    else if (actor.AttackCharge <= 1f)
                    {
                        actor.weaponCharging = true;
                        actor.Attack();
                    }
                }

                if (Input.GetButtonUp("Attack"))
                {
                    if (UI.DialogUI.Instance.visible)
                    {
                        UI.DialogUI.Instance.OnNextUp();
                    }
                    else if (actor.weaponCharging)
                    {
                        if (actor.AttackCharge > 1f)
                        {
                            actor.Attack();
                        }
                        actor.weaponCharging = false;
                    }
                }

                if (actor.weaponCharging)
                {
                    actor.weaponCharging = Input.GetButton("Attack");
                }



                //actor.MoveToCheckingCollision(transform.position + (Vector3)(move * Time.deltaTime * tilesMovePerSecond * (actor.sprinting ? 2f : 1f) * (actor.AttackCharge > 1f ? 0.5f : 1f)));
            }
            var cam = Camera.main;

            var     targetPos   = actor.Animation.spriteRenderer.transform.position;
            Vector3 camDeltaPos = targetPos - cam.transform.position;

            float cameraEdgeX = (screenNumTilesWidth / 2f) - numTilesFromScreenEdgeTillCameraPan;
            float cameraEdgeY = (screenNumTilesHeight / 2f) - numTilesFromScreenEdgeTillCameraPan;

            if (camDeltaPos.x < -cameraEdgeX)
            {
                Camera.main.transform.position = new Vector3(targetPos.x + cameraEdgeX, Camera.main.transform.position.y, Camera.main.transform.position.z);
            }
            else if (camDeltaPos.x > cameraEdgeX)
            {
                Camera.main.transform.position = new Vector3(targetPos.x - cameraEdgeX, Camera.main.transform.position.y, Camera.main.transform.position.z);
            }

            if (camDeltaPos.y < -cameraEdgeY)
            {
                Camera.main.transform.position = new Vector3(Camera.main.transform.position.x, targetPos.y + cameraEdgeY, Camera.main.transform.position.z);
            }
            else if (camDeltaPos.y > cameraEdgeY)
            {
                Camera.main.transform.position = new Vector3(Camera.main.transform.position.x, targetPos.y - cameraEdgeY, Camera.main.transform.position.z);
            }
        }