public override void EnablePowerUp() { base.EnablePowerUp(); CancelInvoke(); _animator.SetInteger("state", (int)AnimationStates.Action2); NavEntity.SetSpeed( GameController.Instance.PLAYER_DEFAULT_SPEED * GameController.Instance.KNIGHT_POWERUP_SPEED_MUL); }
public override void DisablePowerUp() { base.DisablePowerUp(); _animator.SetInteger("state", (int)AnimationStates.Idle); NavEntity.SetSpeed(GameController.Instance.PLAYER_DEFAULT_SPEED); if (_fireKnivesCoroutine != null) { StopCoroutine(_fireKnivesCoroutine); } }
public override void EnablePowerUp() { base.EnablePowerUp(); _animator.SetInteger("state", (int)AnimationStates.Action2); NavEntity.SetSpeed( GameController.Instance.PLAYER_DEFAULT_SPEED * GameController.Instance.MAGE_POWERUP_SPEED_MUL); _lastNodeIndexes = new Vector2( NavEntity.LastIndexes.Item1, NavEntity.LastIndexes.Item2); }
public override void EnablePowerUp() { base.EnablePowerUp(); NavEntity.SetSpeed(GameController.Instance.PLAYER_DEFAULT_SPEED * GameController.Instance.ELF_POWERUP_SPEED_MUL); _animator.SetInteger("state", (int)AnimationStates.Action2); if (_fireKnivesCoroutine != null) { StopCoroutine(_fireKnivesCoroutine); } _fireKnivesCoroutine = StartCoroutine(FireKnives()); }
public override void Initialize(int x, int y) { base.Initialize(x, y); CanBeDamaged = false; IsDead = false; CancelInvoke(); NavEntity.DisableMoving(); DisablePowerUp(); _animator.SetInteger("state", (int)AnimationStates.Idle); MovementDirection = MovementDirections.Left; NavEntity.SetSpeed(GameController.Instance.PLAYER_DEFAULT_SPEED); }
public override void Initialize(int x, int y) { base.Initialize(x, y); ActionState = EnemyActionState.Waiting; Life = GameController.Instance.MEDIUM_LIFE; IsDead = false; CanBeDamaged = false; CanDamage = false; _animator.SetInteger("state", (int)AnimationStates.Idle); NavEntity.SetSpeed(GameController.Instance.ENEMY_MEDIUM_SPEED); NavEntity.DisableMoving(); CancelInvoke(); }
private void CompleteDodge() { if (PowerUpIsActive) { NavEntity.SetSpeed( GameController.Instance.PLAYER_DEFAULT_SPEED * GameController.Instance.ELF_POWERUP_SPEED_MUL); } else { NavEntity.SetSpeed(GameController.Instance.PLAYER_DEFAULT_SPEED); _animator.SetInteger("state", (int)AnimationStates.Idle); CanBeDamaged = true; } }
protected override void Update() { if (IsDead) { return; } if (Input.GetKeyDown(KeyCode.Space) && SkillIsReady && !PowerUpIsActive) { //perform dodge CanBeDamaged = false; NavEntity.SetSpeed( GameController.Instance.PLAYER_DEFAULT_SPEED * GameController.Instance.ELF_DODGE_SPEED); _animator.SetInteger("state", (int)AnimationStates.Action1); Invoke("CompleteDodge", GameController.Instance.ELF_DODGE_DURATION); MovementDirections oppositeDirection = MovementDirections.None; switch (MovementDirection) { case MovementDirections.Up: oppositeDirection = MovementDirections.Down; break; case MovementDirections.Down: oppositeDirection = MovementDirections.Up; break; case MovementDirections.Left: oppositeDirection = MovementDirections.Right; break; case MovementDirections.Right: oppositeDirection = MovementDirections.Left; break; } var arrow = Instantiate(_arrowPrefab).GetComponent <Arrow>(); arrow.Initialize(transform.position, oppositeDirection); GameEvents.Instance.OnPlayerUsedSkill(new GameEvents.OnPlayerUsedSkillEventArgs()); } base.Update(); }
public override void DisablePowerUp() { base.DisablePowerUp(); _animator.SetInteger("state", (int)AnimationStates.Idle); NavEntity.SetSpeed(GameController.Instance.PLAYER_DEFAULT_SPEED); }