Exemple #1
0
    void StandingMeleeCombo()
    {
        if (Player.Grounded)
        {
            if (MeleeChainNumber <= 0 && MeleeState == Player_States.PlayerMeleeStates.None && Player.PlayerState == Player_States.PlayerStates.Normal && !StandingArmAlternate)
            {
                Player.myVoiceBox.Play();
                Player.myRB.velocity = new Vector2(0, 0);
                Player.PlayerState   = Player_States.PlayerStates.MeleeAttacking;
                //StandingArmAlternate = true;
                MeleeState       = Player_States.PlayerMeleeStates.MeleeChain;
                MeleeChainNumber = 1;
                AnimationTimer   = (StandingAnimReference.length * .5f);
                Player.myAnim.SetInteger("Standing", 1);
                Player.myAttackBox.SetInteger("Standing", 1);
                DamageDealt = DamageOutput;
                Debug.Log("Claw Standing Slash");
            }

            /*else if (MeleeChainNumber <= 0 && MeleeState == Player_States.PlayerMeleeStates.None && Player.PlayerState == Player_States.PlayerStates.Normal && StandingArmAlternate
            || MeleeChainNumber <= 0 && MeleeState == Player_States.PlayerMeleeStates.MeleeChain && Player.PlayerState == Player_States.PlayerStates.Normal && StandingArmAlternate)
            || {
            ||  Player.myRB.velocity = new Vector2(0, 0);
            ||  Player.PlayerState = Player_States.PlayerStates.MeleeAttacking;
            ||  StandingArmAlternate = false;
            ||  MeleeState = Player_States.PlayerMeleeStates.MeleeChain;
            ||  MeleeChainNumber = 2;
            ||  AnimationTimer = StandingAnimReference2.length;
            ||  Player.myAnim.SetInteger("Standing", 2);
            ||  Player.myAttackBox.SetInteger("Standing", 2);
            ||  DamageDealt = StandingMeleeDamage;
            ||  Debug.Log("Claw Standing Slash, other hand");
            || }*/
        }
    }
Exemple #2
0
 void CrouchSlash()
 {
     if (Player.PlayerState == Player_States.PlayerStates.Crouching && MeleeState == Player_States.PlayerMeleeStates.None && Player.Grounded && !Player.ClingToWall)
     {
         Player.myVoiceBox.Play();
         Player.PlayerState = Player_States.PlayerStates.MeleeAttacking;
         MeleeState         = Player_States.PlayerMeleeStates.CrouchAttack;
         DamageDealt        = DamageOutput;
         AnimationTimer     = (CrouchAnimReference.length * .5f);
         Player.myAttackBox.SetTrigger("Crouch");
         Player.myAnim.SetBool("CrouchSlash", true);
         Debug.Log("Crouch Attack");
     }
 }
Exemple #3
0
 void AerialSlash()
 {
     if (Player.PlayerState == Player_States.PlayerStates.Normal && MeleeState == Player_States.PlayerMeleeStates.None && !Player.MovementScript.newGrounded && !Player.ClingToWall)
     {
         Player.myVoiceBox.Play();
         Player.PlayerState   = Player_States.PlayerStates.MeleeAttacking;
         MeleeState           = Player_States.PlayerMeleeStates.AirAttack;
         DamageDealt          = DamageOutput;
         AnimationTimer       = (AerialAnimReference.length * .5f);
         Player.myRB.velocity = new Vector2(Player.myRB.velocity.x, 0);
         Player.myAttackBox.SetTrigger("Aerial");
         Player.myAnim.SetBool("AerialSlash", true);
         Debug.Log("Aerial Slash");
     }
 }
Exemple #4
0
 void WallClingSlash()
 {
     if (Player.PlayerState == Player_States.PlayerStates.Normal && !(Player.PlayerState == Player_States.PlayerStates.MeleeAttacking) && Player.ClingToWall)
     {
         Player.myVoiceBox.Play();
         Player.PlayerState      = Player_States.PlayerStates.MeleeAttacking;
         MeleeState              = Player_States.PlayerMeleeStates.WallAttack;
         DamageDealt             = DamageOutput;
         Player.ClingToWall      = true;
         Player.myRB.constraints = Player.MovementScript.YContraints[1];
         AnimationTimer          = (WallAnimReference.length * .5f);
         Player.myAttackBox.SetTrigger("Wall");
         Player.myAnim.SetBool("WallSlash", true);
         //Player.myAnim.SetBool("Dashing", false);
         //Player.myRB.velocity = new Vector2(0, 0);
         Debug.Log("Wall Attack");
     }
 }
Exemple #5
0
    /*void StandingMeleeCombo2()
     * {
     *  Player.myRB.velocity = new Vector2(0, 0);
     *  Player.PlayerState = Player_States.PlayerStates.MeleeAttacking;
     *  StandingArmAlternate = false;
     *  MeleeState = Player_States.PlayerMeleeStates.MeleeChain;
     *  MeleeChainNumber = 2;
     *  AnimationTimer = (StandingAnimReference2.length *.25f);
     *  Player.myAnim.SetInteger("Standing", 2);
     *  Player.myAttackBox.SetInteger("Standing", 2);
     *  DamageDealt = StandingMeleeDamage;
     *  Debug.Log("Claw Standing Slash combo");
     * }*/

    void DashEnder()
    {
        if (Player.PlayerState == Player_States.PlayerStates.Dashing && !(Player.PlayerState == Player_States.PlayerStates.MeleeAttacking) /*&& Player.Grounded*/ && !(Player.ClingToWall))
        {
            Player.myVoiceBox.Play();
            Player.PlayerState             = Player_States.PlayerStates.MeleeAttacking;
            MeleeState                     = Player_States.PlayerMeleeStates.DashEnder;
            DamageDealt                    = DamageOutput;
            AnimationTimer                 = DashAttackAnimReference.length;
            DashEndBoolChanger             = true;
            Player.MovementScript.dashTime = 0;
            Player.myRB.constraints        = Player.MovementScript.YContraints[0];
            Player.myAttackBox.SetTrigger("Dash");
            Player.myAnim.SetBool("DashEnder", true);
            //Player.myAnim.SetBool("Dashing", false);
            //Player.myRB.velocity = new Vector2(0, 0);
            Debug.Log("DashAttack");
        }
    }
Exemple #6
0
 public void ResetMeleeState() //Resets all values for melee attacks. Used when animation for attack is over or player is taking damage.
 {
     BackSwords();
     DamageDealt = 0;
     Player.myAttackBox.SetInteger("Standing", 0);
     Player.myAttackBox.SetTrigger("Reset");
     StandingArmAlternate = false;
     //Player.myAnim.SetTrigger("MeleeReset");
     Player.myAnim.SetBool("DashEnder", false);
     Player.myAnim.SetBool("AerialSlash", false);
     Player.myAnim.SetBool("CrouchSlash", false);
     Player.myAnim.SetBool("WallSlash", false);
     Player.myAnim.SetInteger("Standing", 0);
     MeleeChainNumber   = 0;
     DashEndBoolChanger = false;
     MeleeState         = Player_States.PlayerMeleeStates.None;
     if (Player.PlayerState == Player_States.PlayerStates.MeleeAttacking)
     {
         Player.PlayerState = Player_States.PlayerStates.Normal;
     }
     //Debug.Log("Melee Reset");
 }