Exemple #1
0
 private void HandlePlayerAttacking()
 {
     if (IsFireButtonPressed() && player.attackDelay <= 0)         // player hits attack button
     {
         Combat_Manager.PlayerAttack(player, _dungeon.CurrentRoom);
         player.attackDelay = player.attackDelayTime;
     }
     else
     {
         player.attackDelay--;
     }
 }
Exemple #2
0
    // *** CHECK OUT MY TERRIBLE FINITE STATE MACHINE HEH *** //
    public static void HandleMobAI(Player player, Room room)
    {
        foreach (Mob mob in room.mobList)
        {
            switch (mob.mobState)
            {
            case MobState.Wander:
                if (mob.WithinRangeOfPlayer(player))
                {
                    mob.mobState = MobState.Aggressive;
                    break;
                }
                else
                {
                    mob.Wander(room);
                    break;
                }

            case MobState.Aggressive:
                if (mob.CanAttackPlayer(player))
                {
                    Combat_Manager.MobAttackPlayer(mob, player, room);
                    break;
                }
                else if (!mob.WithinRangeOfPlayer(player))
                {
                    mob.mobState = MobState.Wander;
                    break;
                }
                else
                {
                    mob.MoveTowardsPlayer(player, room);
                    break;
                }
            }
        }
    }
Exemple #3
0
    void HandleUpdate()
    {
        if (_roomTransitionDirection != Direction.None)
        {
            DoRoomTransition(_roomTransitionDirection);
        }
        else
        {
            HandleInputs();
            HandlePlayerAttacking();
            TestForPlayerCollisionsWithEnvironment();
            HandlePlayerMovement();
            FSM_Manager.HandleMobAI(player, _dungeon.CurrentRoom);
            Combat_Manager.HandleProjectileMovement(_dungeon.CurrentRoom);
            Combat_Manager.CheckCombatCollisions(player, _dungeon.CurrentRoom);
            Loot_Manager.CheckForPlayerLootCollisions(player, _dungeon.CurrentRoom);

            // ** HANDLE PLAYER DEATH SOMETIME
            if (!player.Alive)
            {
                Debug.Log("Player Death.");
            }
        }
    }