Exemple #1
0
 public void StartMove(string name)
 {
     curMove   = name;
     attack    = transform.Find(curMove).gameObject;
     attackRef = attack.GetComponent <Attack>();
     PC.Lag(attackRef.CA.GetMoveLength(), "recovery");
 }
Exemple #2
0
 public void StartJump()
 {
     JumpReset();
     if (PC.IsGrounded)
     {
         rb.velocity = new Vector2((float)PC.CurHorizDir * PC.Momentum, PC.CD.FullHopHeight);    // For now, we will always jump at fullhopheight
         PC.Lag(PC.CD.LagJump, "recovery");
     }
     else
     {
         if (PC.DoubleJumpCount < PC.CD.MaxDoubleJumps && PC.MidairOptionsCount < PC.CD.MaxMidairOptions)
         {
             rb.velocity = new Vector2((float)PC.CurHorizDir * PC.Momentum, PC.CD.MidAirJumpHeight); // Will midAirJump if airborne and have enough midair jumps left
             PC.DoubleJumpCount++;
             PC.MidairOptionsCount++;
             PC.Lag(PC.CD.LagDoubleJump, "recovery");
         }
     }
 }
 // This needs WORK but it works for now. We don't want the dash to be so instant
 public void SetAirDash()
 {
     // Should AirDash cancel lag? currently: yes
     if (PC.IsInLag && PC.LagType != "hit")
     {
         //return;
         PC.Lag(0, "none");
     }
     if (PC.MidairOptionsCount < PC.CD.MaxMidairOptions && PC.CurHorizDir != 0)
     {
         PC.Lag(PC.CD.LagAirDash, "recovery");
         ChooseDirection();
         PC.PlayerAnimator.SetTrigger("AIRDASH");
         curPos   = transform.position;
         finalPos = transform.position + PC.CurHorizDir * new Vector3(PC.CD.AirDashDist + PC.Momentum - 1, 0, 0);
         step     = Mathf.Abs(curPos.x - finalPos.x) / PC.CD.LagAirDash;
         PC.MidairOptionsCount++;
         isDashing = true;
     }
 }
Exemple #4
0
 public void OnTriggerEnter2D(Collider2D collision)
 {
     if (collision.gameObject.tag == "Ground")
     {
         if (PC.LagType == "hit" && bounce < maxBounces)
         {
             Bounce();
             return;
         }
         bounce = 0;
         if (PC.IsInLag)
         {
             PC.Lag(PC.CD.LagHardLand, "landing");
         }
         else
         {
             PC.Lag(PC.CD.LagNormalLand, "landing");
         }
         SetGrounded();
     }
 }