Exemple #1
0
        void TwoHandedAction(StateManager states)
        {
            Weapon      w            = states.inventory.twoHandedWeapon;
            ItemActions targetAction = null;

            targetAction = w.GetTHItemActions(inpButtonVariable.value);

            states.anim.SetBool("mirror", false);
            if (targetAction != null)
            {
                targetAction.Execute(states);
            }
        }
Exemple #2
0
        public void OnHit(StateManager hitter)
        {
            if (isPlayer)
            {
                playerStatsManager.health.variable.Add(-hitter.aiManager.currentDamageOutput);
            }
            else
            {
                ItemActions a = hitter.inventory.currentItemAction;
                if (a == null)
                {
                    Debug.Log("Current item action is null");
                    return;
                }

                a.OnHit(hitter, this);
            }
            //TODO damage calc
        }
Exemple #3
0
        public override void Execute(StateManager states)
        {
            if (states.isTwoHanded)
            {
                TwoHandedAction(states);
                return;
            }
            ItemActions targetAction = null;
            bool        isMirror     = false;

            switch (inpButtonVariable.value)
            {
            case StateManager.InputButton.rb:
            case StateManager.InputButton.rt:
                if (isParryEnemy)
                {
                    bool success = isParryEnemy.CheckCondition(states);
                    if (success)
                    {
                        states.PlayAnimation("parry_attack", false);
                        return;
                    }
                }
                if (states.inventory.rightHandWeapon != states.inventory.unarmedWeapon)
                {
                    isMirror     = false;
                    targetAction = states.inventory.rightHandWeapon.GetItemActions(inpButtonVariable.value);
                }
                else
                {
                    if (states.inventory.leftHandWeapon != states.inventory.unarmedWeapon)
                    {
                        //rb +2 = lb
                        isMirror = true;
                        StateManager.InputButton newButton = (StateManager.InputButton)((int)inpButtonVariable.value + 2);
                        targetAction = states.inventory.rightHandWeapon.GetItemActions(newButton);
                    }
                    else
                    {
                        isMirror     = false;
                        targetAction = states.inventory.rightHandWeapon.GetItemActions(inpButtonVariable.value);
                    }
                }

                break;

            case StateManager.InputButton.lb:
            case StateManager.InputButton.lt:

                if (states.inventory.leftHandWeapon == states.inventory.unarmedWeapon)
                {
                    targetAction = states.inventory.rightHandWeapon.GetItemActions(inpButtonVariable.value);
                    isMirror     = false;
                }
                else
                {
                    if (!powerPosing)
                    {
                        //turn lb,lt input to rb,rt input
                        StateManager.InputButton newButton = (StateManager.InputButton)((int)inpButtonVariable.value - 2);
                        isMirror     = true;
                        targetAction = states.inventory.leftHandWeapon.GetItemActions(newButton);
                    }
                    else
                    {
                        isMirror     = true;
                        targetAction = states.inventory.rightHandWeapon.GetItemActions(inpButtonVariable.value);
                    }
                }
                break;

            default:
                break;
            }

            states.inventory.currentItemAction = targetAction;

            states.anim.SetBool("mirror", isMirror);
            if (targetAction != null)
            {
                targetAction.Execute(states);
            }
        }