//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; }
// 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; } }
// 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(); } } }
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; } }
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;*/ } }
// 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; }
// Use this for initialization void Start() { movType = movementType.idle; if (movDirection == movementDirection.left) rotateSpeed *= -1; }