Exemple #1
0
        public bool TryParry()
        {
            var nearestTarget          = TargetManager.FindClosest(transform.position);
            var agentAnimationMessages = nearestTarget.transform.GetComponentInChildren <AnimationMessages>();
            var agentAnimator          = nearestTarget.transform.GetComponentInChildren <Animator>();
            var agent = nearestTarget.transform.GetComponent <BasicAgent>();

            if (agentAnimationMessages.ParryProcess.State)
            {
                Parry.SetActive(true);
                var dir = transform.position - nearestTarget.transform.position;
                dir.Normalize();
                Parry.transform.position  = nearestTarget.transform.position + dir * 1;
                Parry.transform.position += new Vector3(0, 1, 0);

                agentAnimator.SetTrigger("Impact");
                agent.Data.Cooldown.Run(0.5f);
                return(true);
            }

            return(false);
        }
Exemple #2
0
        private void UpdateMovement()
        {
            _dir = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
            var rawDir = new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical"));

            if (Guarding)
            {
                var nearestTarget = TargetManager.FindClosest(transform.position);

                if (nearestTarget != null)
                {
                    var dir = nearestTarget.transform.position - transform.position;
                    dir.Normalize();

                    transform.forward = Vector3.Lerp(transform.forward, dir, 3 * Time.deltaTime);
                }

                AnimatorController.Guard(true);
            }
            else
            {
                AnimatorController.Guard(false);
            }

            // Rotation
            var rotation = _dir.sqrMagnitude != 0 ? Quaternion.LookRotation(_dir) : transform.rotation;

            if (_dir.sqrMagnitude > 0 && !Guarding)
            {
                transform.rotation = Quaternion.Lerp(transform.rotation, rotation, 8f * Time.deltaTime);
            }

            // Movement
            var lookDotProduct = Quaternion.Dot(transform.rotation, rotation);

            if (Mathf.Abs(lookDotProduct) > 0.9f || Guarding)
            {
                transform.position += _dir * Time.deltaTime * MoveSpeed;
            }

            var anyMovementKey = Input.GetKeyDown(KeyCode.D) || Input.GetKeyDown(KeyCode.A) || Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.S);

            if (anyMovementKey && Guarding)
            {
                if (_lastMovementKeyPressed != null)
                {
                    var _lastMovementTimeElapsed = Time.time - _lastMovementKeyPressed;
                    if (_lastMovementTimeElapsed <= 0.2f && _dashDir == rawDir)
                    {
                        var dashToPosition = transform.position + rawDir * 2;

                        transform.GoTo(dashToPosition, 0.1F);
                        Cooldown.Run(duration: 0.2F);

                        // Instead we should put an event
                        EffectController.PlayDash(0.5F);
                    }

                    if (!rawDir.Equals(_dashDir))
                    {
                        _dashDir = rawDir;
                    }
                }

                _lastMovementKeyPressed = Time.time;
            }

            var x = Mathf.Abs(_dir.x);
            var z = Mathf.Abs(_dir.z);

            AnimatorController.SetMovement(x > z ? x : z);
        }