Exemple #1
0
    //sets up a unit
    public virtual void Setup(float maxHealth, movementType mvtType, faction faction, float speed, float newAtk, float newCooldown)
    {
        this.maxHealth   = maxHealth;
        this.currHealth  = maxHealth;
        this.movetype    = mvtType;
        this.alignment   = faction;
        this.speed       = speed;
        this.atk         = newAtk;
        this.atkCooldown = newCooldown;

        isDead       = false;
        target       = new List <Vector3>();
        occupied     = false;
        ignoreVision = false;
        currentState = state.idle;

        if (this.gameObject.layer == 8)
        {
            enemyLayer = "Player";
        }
        else
        {
            enemyLayer = "AI";
        }

        visionRadius = Vector3.Distance(sightStart.position, visionCenter.position);

        cachedY = energyBar.anchoredPosition.y;
        maxX    = energyBar.anchoredPosition.x;
        minX    = energyBar.anchoredPosition.x - energyBar.rect.width;
    }
Exemple #2
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(leftFoot) && movType != movementType.leftFoot)
        {
            movType = movementType.leftFoot;
            VassalAnim.PlayQueued("Walk1");
            VassalSound.clip = Sounds[0];
            VassalSound.Play();
            StartCoroutine(Move(moveSpeed));
        }
        else if (Input.GetKeyDown(rightFoot) && movType != movementType.rightFoot)
        {
            movType          = movementType.rightFoot;
            VassalSound.clip = Sounds[0];
            VassalSound.Play();
            VassalAnim.PlayQueued("Walk2");
            StartCoroutine(Move(moveSpeed));
        }
        else if (Input.GetKeyDown(jump) && isGrounded)
        {
            StartCoroutine(PreparingToJump());
        }

        if (forcedAppliedTo.velocity.magnitude < IDLE_SPEED)
        {
            movType = movementType.idle;
        }
    }
Exemple #3
0
 // Use this for initialization
 void Start()
 {
     movType = movementType.idle;
     if (movDirection == movementDirection.left)
     {
         rotateSpeed *= -1;
     }
 }
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKey(KeyCode.RightArrow) || Input.GetKey(KeyCode.D))
        {
            movementState = movementType.MOVE_RIGHT;
            animationController.SetBool("isRunning", true);
            Vector3 scale = spriteTransform.localScale;
            scale.x = 1f;
            spriteTransform.localScale = scale;
        }

        if (Input.GetKeyUp(KeyCode.RightArrow) || Input.GetKeyUp(KeyCode.D))
        {
            if (movementState == movementType.MOVE_RIGHT)
            {
                movementState = movementType.IDLE;
                animationController.SetBool("isRunning", false);
            }
        }

        if (Input.GetKey(KeyCode.LeftArrow) || Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.Q))
        {
            movementState = movementType.MOVE_LEFT;
            animationController.SetBool("isRunning", true);
            Vector3 scale = spriteTransform.localScale;
            scale.x = -1f;
            spriteTransform.localScale = scale;
        }

        if (Input.GetKeyUp(KeyCode.LeftArrow) || Input.GetKeyUp(KeyCode.A) || Input.GetKeyUp(KeyCode.Q))
        {
            if (movementState == movementType.MOVE_LEFT)
            {
                movementState = movementType.IDLE;
                animationController.SetBool("isRunning", false);
            }
        }

        if ((Input.GetKeyDown(KeyCode.Space) || Input.GetKeyDown(KeyCode.J)) && isGrounded)
        {
            isJumping = true;
        }

        if (!isDead)
        {
            if (movementState != movementType.IDLE)
            {
                if (!audioSource.isPlaying)
                {
                    audioSource.Play();
                }
            }
            else
            {
                audioSource.Stop();
            }
        }
    }
Exemple #5
0
 public void Setup(float maxHealth, movementType mvtType, faction faction, float speed, float newAtk, float newCooldown, Transform pWaypoint)
 {
     base.Awake();
     base.Setup(maxHealth, mvtType, faction, speed, newAtk, newCooldown);
     wayPointParent = pWaypoint;
     for (int i = 0; i < wayPointParent.childCount; i++)
     {
         target.Add(wayPointParent.GetChild(i).position);
     }
 }
 // Start is called before the first frame update
 void Start()
 {
     movementState       = movementType.IDLE;
     rb                  = gameObject.GetComponent <Rigidbody2D>();
     isJumping           = false;
     isGrounded          = false;
     isDead              = false;
     gameManager         = FindObjectOfType <GameManager>();
     animationController = GetComponentInChildren <Animator>();
     audioSource         = GetComponent <AudioSource>();
     foreGroundLayer     = LayerMask.NameToLayer("Foreground");
     playerLayer         = LayerMask.NameToLayer("Player");
     EnablePlayerCollision();
 }
    public movementType peopleMovement; //movement type

    public void ChangeMovementType(movementType movementTP)
    {
        switch (movementTP)
        {
        //get the AI to move left
        case movementType.moveLeft:
            StartCoroutine("MoveLeft");
            break;


        //get the AI to move right
        case movementType.moveRight:
            StartCoroutine("MoveRight");
            break;
        }
    }
Exemple #8
0
    void Update()
    {
        if (Input.GetButtonDown("SwitchLeft" + player))
        {
            chosenMovement = (int)chosenMovement <= 0 ? chosenMovement + 3 : chosenMovement - 1;
            playerStats.setWave((int)chosenMovement);
        }
        else if (Input.GetButtonDown("SwitchRight" + player))
        {
            chosenMovement = (int)chosenMovement <= 2 ? chosenMovement + 1 : chosenMovement - 3;
            playerStats.setWave((int)chosenMovement);
        }
        //print(chosenMovement);

        if (Input.GetButton("Fire" + player))
        {
            if (!throwBall)
            {
                wavelenght = Mathf.Clamp(wavelenght + 0.25f, 0f, 15f);
                playerStats.setStrenght(wavelenght);
            }
        }

        if (throwBall && !flying)
        {
            switch (chosenMovement)
            {
            case movementType.Sin:
                sineShot(); break;

            case movementType.Square:
                squareShot(); break;

            case movementType.Triangle:
                triangleShot(); break;

            case movementType.Sawtooth:
                sawtoothShot(); break;
            }
        }

        if (this.transform.position.y < -100f)
        {
            this.transform.position = startPos;
        }
    }
    public void CheckHorizontalMovement(float horizontalAxisValue)
    {
        Vector2 movementVector = Vector2.zero;

        if (horizontalAxisValue > 0)
        {
            LastMovement    = movementType.Right;
            movementVector += Vector2.right * horizontalAxisValue * horizontalSpeed * Time.deltaTime;
        }
        else if (horizontalAxisValue < 0)
        {
            LastMovement    = movementType.Left;
            movementVector += Vector2.right * horizontalAxisValue * horizontalSpeed * Time.deltaTime;
        }

        transform.Translate(movementVector);

        animator.SetFloat("xmove", horizontalAxisValue);
    }
    public void ChangeMovementType(movementType movementTP)
    {
        switch (movementTP)
        {
        case movementType.moveLeft:
            StartCoroutine("MoveLeft");
            break;

        case movementType.moveRight:
            StartCoroutine("MoveRight");
            break;

            /*case movementType.runLeft:
             *  StartCoroutine("RunLeft");
             *  break;
             *
             * case movementType.runRight:
             *  StartCoroutine("RunRight");
             *  break;*/
        }
    }
Exemple #11
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(leftFoot) && movType != movementType.leftFoot)
        {
            movType = movementType.leftFoot;
            VassalAnim.PlayQueued("Walk1");
            VassalSound.clip = Sounds[0];
            VassalSound.Play();
            StartCoroutine(Move(moveSpeed));
        }
        else if (Input.GetKeyDown(rightFoot) && movType != movementType.rightFoot)
        {
            movType = movementType.rightFoot;
            VassalSound.clip = Sounds[0];
            VassalSound.Play();
            VassalAnim.PlayQueued("Walk2");
            StartCoroutine(Move(moveSpeed));
        }
        else if (Input.GetKeyDown(jump) && isGrounded)
        {
            StartCoroutine(PreparingToJump());
        }

        if (forcedAppliedTo.velocity.magnitude < IDLE_SPEED)
            movType = movementType.idle;
    }
Exemple #12
0
 // Use this for initialization
 void Start()
 {
     movType = movementType.idle;
     if (movDirection == movementDirection.left)
         rotateSpeed *= -1;
 }