Exemple #1
0
    public void Ground_Update()
    {
        PlayerAnim currentAnim = PlayerAnim.Idle;

        if (hInput != 0)
        {
            currentAnim = this.objectBeingCarried ? PlayerAnim.Carry_Walk : PlayerAnim.Walk;
        }
        else
        {
            currentAnim = this.objectBeingCarried ? PlayerAnim.Carry_Idle : PlayerAnim.Idle;
        }

        if (!animator.IsPlaying(animations[currentAnim]))
        {
            PlayAnim(currentAnim);
        }
        //END ANIMATION STUFF

        if (objectBeingCarried)
        {
            HandleObjectThrow();
        }
        else
        {
            CheckGrabs();
        }

        this.currentSpeed = this.speed;

        if (Sinput.GetButtonDown("Jump"))
        {
            SfxManager.instance.PlaySound(SoundType.JUMP);
            Squash(0.05f).Then(() => {
                Stretch();
                velocity.y = jumpSpeed;
            });
        }
        if (Sinput.GetButtonDown("Down"))
        {
            if (groundCollider.CompareTag("OneWay"))
            {
                transform.position += Vector3.down * 0.5f;
            }
        }

        this.currentGravityModifier = this.gravityModifier;

        //STATE CHANGES
        if (!grounded)
        {
            fsm.ChangeState(PlayerState.Air);
        }

        HandleLeftRightMovement();
    }
Exemple #2
0
 // Update is called once per frame
 void Update()
 {
     // If the animation has finished playing, destroy the object
     if (m_spriteAnim.IsPlaying() == false)
     {
         Destroy(gameObject);
     }
 }
Exemple #3
0
        // Update is called once per frame
        void Update()
        {
            // Create a flag to set if we should destroy this effect
            bool shouldDestroy = false;

            if (m_destroyAfterTime > 0)
            {
                // Update timer and destroy after time's up
                m_timer += Time.deltaTime;
                if (m_timer >= m_destroyAfterTime)
                {
                    shouldDestroy = true;
                }
            }

            if (m_destroyOnAnimEnd)
            {
                // Cache anim component
                if (m_anim == null)
                {
                    m_anim = GetComponent <SpriteAnim>();
                }

                // Check if animation has finished playing, and destroy if it has
                if (m_anim != null && m_anim.IsPlaying() == false)
                {
                    shouldDestroy = true;
                }
            }

            // Apply gravity
            m_velocity += Vector3.down * m_gravity * Time.deltaTime;
            // Apply velocity
            transform.position += m_velocity * Time.deltaTime;

            // Face direction
            if (m_faceDirection)
            {
                transform.rotation = Quaternion.FromToRotation(Vector2.right, m_velocity.normalized);
            }

            // Destroy if the flag is set
            if (shouldDestroy)
            {
                foreach (GameObject toSpawn in m_spawnOnDestroy)
                {
                    Instantiate(toSpawn, transform.position, transform.rotation);
                }

                Destroy(gameObject);
            }
        }
Exemple #4
0
        void Update()
        {
            // Store the sprite anim component if we haven't already
            if (m_anim == null)
            {
                m_anim = GetComponent <SpriteAnim>();
            }

            // If we're currently shooting, don't do anything else
            if (m_anim.IsPlaying(m_shoot))
            {
                return;
            }

            // Handle movement
            // Check if we're pressing left/right, and set a direction variable if we are
            float direction = 0;

            if (Input.GetKey(KeyCode.LeftArrow))
            {
                direction = -1;
            }

            if (Input.GetKey(KeyCode.RightArrow))
            {
                direction = 1;
            }

            if (direction == 0)
            {
                // If there's no direction pressed, return to the idle animation
                if (m_anim.Clip != m_idle)           // (check we're not already in the animation first though)
                {
                    m_anim.Play(m_idle);
                }
            }
            else
            {
                // If direction is set, play the run animation (after checking we're not already playing it)
                if (m_anim.Clip != m_run)
                {
                    m_anim.Play(m_run);
                }

                // Move the character in the chosen direction
                transform.Translate(new Vector3(direction * m_speed * Time.deltaTime, 0, 0));
                if (transform.localScale.x != direction)
                {
                    transform.localScale = new Vector3(direction, 1, 1);
                }
            }

            // Shooting stuff!

            // Choose weapon with the '1' or '2' keys
            if (Input.GetKeyDown(KeyCode.Alpha1))
            {
                GetComponentInChildren <PlayRandomAnim>().SetClip(0);
            }
            if (Input.GetKeyDown(KeyCode.Alpha2))
            {
                GetComponentInChildren <PlayRandomAnim>().SetClip(1);
            }

            // Start shooting animation with the spacebar
            if (Input.GetKeyDown(KeyCode.Space))
            {
                m_anim.Play(m_shoot);
            }
        }