void Movement() { Vector3 movementPlayer; OffensiveBehaviour offensiveScript = GetComponent <OffensiveBehaviour>(); RepairManBehaviour repairmanScript = GetComponent <RepairManBehaviour>(); if (typePlayer == 0) { movementPlayer = new Vector3(Input.GetAxis("HorizontalOffensive"), Input.GetAxis("VerticalOffensive"), 0f); if (Input.GetAxis("HorizontalOffensive") == 0 && Input.GetAxis("VerticalOffensive") == 0) { inMovement = false; } else { inMovement = true; } anim.SetBool("up", offensiveScript.upOff); anim.SetBool("right", offensiveScript.rightOff); anim.SetBool("down", offensiveScript.downOff); anim.SetBool("left", offensiveScript.leftOff); anim.SetBool("attack", offensiveScript.isAttacking); } else { movementPlayer = new Vector3(Input.GetAxis("HorizontalRepairman"), Input.GetAxis("VerticalRepairman"), 0f); if (Input.GetAxis("HorizontalRepairman") == 0 && Input.GetAxis("VerticalRepairman") == 0) { inMovement = false; } else { inMovement = true; } anim.SetBool("up", repairmanScript.upRep); anim.SetBool("right", repairmanScript.rightRep); anim.SetBool("down", repairmanScript.downRep); anim.SetBool("left", repairmanScript.leftRep); } //use of getaxisraw? - smooth movement V //animation in blend tree V //offensive's attack it's a circular atack X -> Cone Attack V /*if we manage to finish the 3 phases of the tutorial: * create arcade mode * score for the arcade (saved in the game)/ * * /if you complete the arcade: * level editor*/ if (typePlayer == 0 && offensiveScript.isAttacking || !canWalk) { } else { transform.position = transform.position + movementPlayer * speed * Time.deltaTime; } }
void Awake() { enemyBehaviour = new OffensiveBehaviour(); base.Init(); }