void TryAttack() { bool isLightAttack = RBInput.GetButtonDownForPlayer(InputStrings.FIRE, PlayerIndex); if (isLightAttack) { fighter.AttackWithWeapon(Fighter.AttackType.Weak); } bool isLightReleased = RBInput.GetButtonUpForPlayer(InputStrings.FIRE, PlayerIndex); if (isLightReleased) { fighter.ReleaseWeapon(); } bool isHeavyAttack = RBInput.GetButtonDownForPlayer(InputStrings.FIRE2, PlayerIndex); if (isHeavyAttack) { fighter.AttackWithWeapon(Fighter.AttackType.Strong); } bool isHeavyReleased = RBInput.GetButtonUpForPlayer(InputStrings.FIRE2, PlayerIndex); if (isHeavyReleased) { fighter.ReleaseWeapon(); } }
/* * Set fighter to blocking or unblocking depending on button up or down. */ void TryBlock() { if (RBInput.GetAxisForPlayer(InputStrings.BLOCK, PlayerIndex, playerDevice) == 1 || RBInput.GetButtonForPlayer(InputStrings.BLOCK, PlayerIndex, playerDevice)) { fighter.Block(); } else if (RBInput.GetAxisForPlayer(InputStrings.BLOCK, PlayerIndex, playerDevice) == 0 || RBInput.GetButtonUpForPlayer(InputStrings.BLOCK, PlayerIndex, playerDevice)) { if (fighter.IsBlocking) { fighter.UnBlock(); } } }
/* * Set fighter to blocking or unblocking depending on button up or down. */ void TryBlock() { if (RBInput.GetAxisForPlayer(InputStrings.BLOCK, PlayerIndex) == 1 || RBInput.GetButtonForPlayer(InputStrings.BLOCK, PlayerIndex)) { fighter.Block(); } else if (RBInput.GetAxisForPlayer(InputStrings.BLOCK, PlayerIndex) < 1 || RBInput.GetButtonUpForPlayer(InputStrings.BLOCK, PlayerIndex)) { if (fighter.isBlocking) { fighter.UnBlock(false); } } }